RIP saves. Somehow I'm just assuming it's Queen Coeurls that got you killed.

Quote Originally Posted by Wolf Kanno View Post
I've also learned I should have been doing more for the PR campaign so I'm hoping I didn't screw myself for that one.
You actually can't permanently screw yourself at least since you can always still grind out PR points you're missing on the Sky Slots. Costly on gil though and still pretty tedious so better not to count on it.

Gun Mage - As usual for the Blue Mage class, this one is stronger than it looks. Scan is useless and it's upgrades are worse but the FFV veteran in me is used to this. Fiend Hunter bullets do what I wishes Warriors elemental swords would do in terms of damage. The only the real issue is that the Fiend Bullets only cover about maybe 2/3rds of the monster classes and the most obnoxious fall into that last third. I'm still early with Blue Bullets, but the spells election is already looking stronger than Kimarhi's efforts even if there is some overlap. The only issue is that the spells tend to have a higher cost than I feel they deserve. The other issue is that the game has no effective means to get an enemy to use their ability. I'm annoyed White Wind has been available since Chapter 1, but I can't get an enemy to use it on my Blue Mage because I don't have access to Confusion (which is why Black Mage should have had a better spell selection) and there is no Control ability in this game. Throw in the fact this game has a few more "once and they're gone" spells and this becomes a bit of a nightmare for completionist. Even more annoying, each character has to be hit with a spell to learn it which makes this a mixed bag for me. I appreciate the real offense with the class, but it has some annoying issues with its main function.
If nothing else, the Int/HD versions did alleviate the Confusion issue somewhat since Festivalist and Psychic both give very early access to the status ailment. In vanilla your best bet is Lady Luck in Chapter 3 I think, which is also iirc where you get access to a number of new potential blue bullets that make the class shine even more.

Alchemist - Just got this but I can already see where this is going. This biggest issue with the class it it's ridiculous AP cost, but that's balanced by how broken this class can be in practice. Mix is as powerful as it was in FFX so no complaints there. The real brokenness comes from Stash, which allows the Alchemist to use any of it's per-designated item skills for free which included Phoenix Downs and Elixirs. Granted the take more time to use than a normal item but a free item is still a good use and FFX has some overpowered items. Even the free Potion one is useful at this point in time and that's even before we talk about how the support skills increase item potency and boost the speed of using regular items. The guns they use also make them decent fighters as well and the class is surprisingly more solid defensively than is usual for the Chemist class. Overall, a better class than people give it credit for.
Tbh it's widely considered one of the best dresspheres, and rightfully so, since yeah, Stash is where the game's midgame challenge just ends. It just... ends. You'll see what I mean very soon if you haven't already, but really, it takes until the end/postgame until this class starts to struggle remaining near the top. The worst part about it is that it takes almost zero effort.

Don't forget to have at least 1 chocobo captured by the end of Chapter 3 if going for 100%. It unlocks some Chapter 4 scenes that give a few %.