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  1. #1
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    Jun 2005
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    Default The Sage and the magics they should learn...

    People usually think it's very frustrating to decide what magics the Sages actually should learn.
    It's pretty common to go like "what? ALL magics on this level rock! I don't wanna leave anything! WTF? Aaaw...!"
    This happened to me as well, so in order to avoid further headaches for future players of this game, I've invented some nice structures below, and I think they make lots of sense:

    Cure - Pure - Sight
    Cure - Pure - Chocb

    Aero - Toad - Mini
    Venom - Blind - Shiva

    Cure2 - Exit - Ramuh
    Cure2 - Wash - Ramuh

    Libra - Ice3 - Ifrit
    Confu - Ice3 - Ifrit

    Cure3 - Life - Safe
    Cure3 - Bolt3 - Titan

    Soft - Haste - Warp
    Fire3 - Bio - Odin

    Cure4 - Heal - Wall
    Cure4 - Heal - Levia

    Life2 - Holy - Baham
    Life2 - Flare - Baham

    This, of course, is intended for use by TWO Sages.
    I left out inferior stuff such as Fire, Ice, Bolt and the like, because you'll most likely never use any of those.
    I ditched Meteo as well, because it's just a weaker version of Bahamut.
    I did chose most single status healing magics, though, in case Heal runs out during some critical scenario.

    How do you like my structures?
    Last edited by Peter_20; 05-13-2006 at 04:09 PM.

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