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Thread: Which spells in FF2j are *necessary*?

  1. #1
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    Default Which spells in FF2j are *necessary*?

    As you all know, lots of spells seem kinda worthless in FF2j.
    I personally never saw any use in most of them, and I think these are the only spells I deemed useful:

    Cure, Heal, Life, Exit, Fire, Ice, Bolt, Warp, Holy, Ultima, Flare.

    ...

    ...Alright, that WAS quite a bunch, but are there really any others?

  2. #2

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    Yea. In all fairness, all the spells were pointless. Only the elements like fire, thunder, blizzard, holy etc. were really the point in the game(for beating enemies with a great defence and a bad magic defence). The rest of the others, I really couldnt bother. The magic attacks looked kool, but naw, they didnt hav to put a crapload of magic in when there was no point in using them...

    EDIT: Oh yea.. and the healing abilities were also good help in the game...
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  3. #3
    Who's scruffy lookin'? Captain Maxx Power's Avatar
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    To define useless is to say a spell has no use or is beyond use at all. LOCK and LCK2 in FF1 were useless, because they did nothing. They actually HELPED the enemy. In FF2 none of the spells could be classified as useless, since by their very nature they all have a use. During the course of the game you'll have more than enough space between your characters to have at the very least one of each spell. Whether or not you actually use them is up to you. My advice would be to try and experiment. Use a spell regularly (it doesn't take too long for it to hit 3-4 odd later on) and see if it helps. Sometimes a seemingly useless spell can become amazingly powerful (You know that whole Temper trick in FF1? Try the same thing with Berserk in FF2). Some spells don't even require constant casting, as just the one will do. Case in point Protect, Shell, Wall and Aura only need to be cast once. If you set up a White Mage chances are they won't be attacking and doing damage for most of the game, and characters don't need healing every round, so why not use those "empty" rounds to buff your characters? The more buffs the easier life becomes. Same with debuffs. Blind is so effective against physical attackers, much more so than FF1 ever was. Slow is also useful for this task. Curse is your friend against high defense monsters. Dispel is equally your friend against high magic defense monsters. Then of course there's Exit and Warp, essential for those really long dungeons where you just have to get out that very instant.

    So yeah, never discount a spell just because it doesn't do damage.
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    HEIDEGGER SI MY BISHI!!!1 DJZen's Avatar
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    There is no spell that is completely required to beat the game. Some argue that magic only slows you down and that 4 barefisted characters are more efficient.

  5. #5

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    Fire Ice Bolt (not VERY useful), ULTIMA, HOLY, AND FLARE!
    Silly jilly ultra nuggets.
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    Quote Originally Posted by vampirepiggyhunter7
    Fire Ice Bolt (not VERY useful), ULTIMA, HOLY, AND FLARE!
    I agree.
    However, I thought the spells Cure, Heal, Life and Exit were the most important ones.
    I mean, you DO get inflicted with bad status a lot and you die pretty often at certain points in the game.

  7. #7
    The giver of *hugs* boys from the dwarf's Avatar
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    no spells on the game are at all necassary but they are useful but you can go without.
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    Quote Originally Posted by boys from the dwarf
    no spells on the game are at all necassary but they are useful but you can go without.
    Well, you'll get a really hard time with those status monsters, then.
    I mean, you suffer A LOT from Poison and Blind during a somewhat early point in the game.

    You should at least bring a Heal magic.

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    Destroyer of Worlds DarkLadyNyara's Avatar
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    The extra spells are Ultima fodder. And Toad is pretty decent.

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    HEIDEGGER SI MY BISHI!!!1 DJZen's Avatar
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    Actually the more poison gets inflicted on you, the more resistant to it you become. If the lesser poison gets inflicted on you, you probably won't even lose any health to it.

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    Draw the Drapes Recognized Member rubah's Avatar
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    haste+berserk makes for double physical damage dealing fun! well haste mostly. but berserk helps some~

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    Quote Originally Posted by DJZen
    Actually the more poison gets inflicted on you, the more resistant to it you become. If the lesser poison gets inflicted on you, you probably won't even lose any health to it.
    Wow, sounds brilliant.
    So the chars train in pure status resistance as well?
    Cool!

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    HEIDEGGER SI MY BISHI!!!1 DJZen's Avatar
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    Yes, only it's called "magic defense".

  14. #14
    Who's scruffy lookin'? Captain Maxx Power's Avatar
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    The applying of status effects works much like a physical hit, whereby the level of the spell dictates how many times the effect will attempt to be layered onto your character (for example, SLEP6 would attempt to apply sleep status six times). Your magic defense status prevents this by allowing you to avoid these status attacks. With Magic Defense you can "avoid" as many layers as you have Magic Defense, being the number before the %. IIRC Magic Defense % has two functions. Firstly it's used to calculate the chances that you'll avoid each layer (50% evasion would mean having approximately a 50/50 chance of avoiding each layer). Secondly it reduces all damage based magic against you (50% would reduce it by half). Note that spells targetted against your allies ignore these values.
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    Ghost of Christmas' past Recognized Member theundeadhero's Avatar
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    Cure and life are the only ones I ever use, except for the ice spell against a very early boss that I can't remember the name of.
    ...

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