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Thread: I restarted..

  1. #46

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    Quote Originally Posted by Xurts
    Quote Originally Posted by Jimmy Dark Aeons Slayer
    Quote Originally Posted by Xurts
    Quote Originally Posted by Zeromus_X
    You dont't need to hold onto all your magic. You can use some of it. As long as you don't use like 20 a battle, you'll be fine if you re-draw/refine more. I don't understand why people keep saying 'don't use your magic you must have 100 at all times or your stats will suffer tremendously!!1'.
    It isn't hard not to use Junctioned magic. I would be annoyed at always having to refine more magic when I used it. I rarely ever use any magic, be it Junctioned or not. I just stick with commands. The only magic that I will use regularly is Aura, and that is only when I really want to kick some ass.

    When you start getting more powerful spells like Full-Life, Ultima, Meteor, etc. your stats will drop suprisingly fast when you use them, and they are not easily refined either. So it's best just to leave them alone.

    lol. Those levels are actually about medium-high. High levels = weaker party.
    I desagree enterely my party is all at level 100 and is pretty powerfull, all of them have 9999 hp and most of their stats are between 200 and 250, it´s all a matter of giving good abilities to your GF and this was before the final batle with Ultimecia and the GF´s are all divided between all of my characters.
    Just think how much stronger you could've been if you would've stayed at a low level and then equiped Stat Bonuses and increased 4 of them by 80-90 points. You would be a hell of alot stronger than you are now, no doubt about it.

    And instead of using all of those Stat+xx% abilities, you could've used better and more useful ones like Auto-Haste, Initiative, Expend 2x-1, etc., etc.
    Three of my Gfs possesse Auto-Haste:Cerberus, Cactuar and Leviathan
    Pandemona, Eden and another one that i can remember have Initiative
    I don´t really use the Expend 2x-1 abilitie but i know two of my Gfs have it

    And while they leveled up i used Str+1,Vit+1,Mag+1,Spr+1 bonus
    After returning from the Lunar base my characters levels were:

    Squall=Level 71
    Zell=Level 57
    Selphie=Level 52
    Quistis and Irvine=Level 40+
    Rinoa=Level 38

    Then i leveled them up to 100

  2. #47
    Nerfed in Continuum Shift Recognized Member Zeromus_X's Avatar
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    When he means 'low levels', he means under 20. (If not the initial levels.)

  3. #48
    Xurts's Avatar
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    Well that is decent then. You should still keep low levels to maximize their effect though.

    Right, Zeromus. Initial levels are pretty hard to keep though, especially for Squall.

  4. #49

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    Perhaps you´re right but since most of them already have 250 it´s not necessary...maybe i´ll try the low level technique the next time i play...

  5. #50
    Xurts's Avatar
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    Quote Originally Posted by Jimmy Dark Aeons Slayer
    Perhaps you´re right but since most of them already have 250 it´s not necessary...maybe i´ll try the low level technique the next time i play...
    Do you have any Stat+xx% abilities equipped?

  6. #51

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    Quote Originally Posted by Xurts
    Quote Originally Posted by Jimmy Dark Aeons Slayer
    Perhaps you´re right but since most of them already have 250 it´s not necessary...maybe i´ll try the low level technique the next time i play...
    Do you have any Stat+xx% abilities equipped?
    Yes i do i have Irvine with Streght+60, Zell with Magic+6o...and more i would have to check but i´m yo lazy to go put my FF8 on the PS2 and see it...

  7. #52
    STILL Anti Balthier Setzer Gabianni's Avatar
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    AHEM! My topic here XD

    1. My party, I originally trained to keep at roughly the same level, even though Squall always gained more experience. However, when I chose a party to go to Galbadia Garden, I had to stick with that party, so I couldn't switch to train - I think, so I stuck with Zell and Selphie (I got to use Rapture, yey!) - I now plan to do a bit of training with Quistis and Irvine, though I HATE using Quistis because her limits suck.

    Okey, I'll equip Shell to my defense instead, get rid of the lower of my HP+ abilities, not sure which other ability I should equip tho and as for the other magic:

    a) Not all enemies I have encountered have the right magic I need to Draw
    b) Not come across enough monsters which have Demi, Quakes and Tornadoes yet.

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  8. #53

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    where were you at the diablos fight then? he has demi ¬_¬ if not, refine some stell orbs, dropped by wendigo, i think that's demi

    refine tornados from windmills dropped by thrustaevious

    and quakes... find some sand worms in the desert by the prison

  9. #54
    STILL Anti Balthier Setzer Gabianni's Avatar
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    1) When fighting Diablos, Draw never seemed to work well enough for me, and so far, only one character has Demi to 100 - when I get a Wendigo, I will fight them, but where are they?
    2) Gotcha on the Tornadoes, however, I am unable to get them right now
    3) Same thing with the Tornadoes

    ~Setzer Gabbiani


    Quote Renmiri on FFXII
    I bitch about the game a lot, mainly for the lack of story and weak characters, but it is still the best of the series out there.
    She loves it more then X!

  10. #55
    An unknown quantity Disco Potato's Avatar
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    This is kind of early, but when you start going to Cactuar Island to get AP give Initiative to the person/people with a high Hit % (as close to 255% as possible - Triple junctions well). This way, barring a back attack from the Cactuars (in which case they usually flee), your characters have a very good chance of killing multiple Cactuars in one shot, potentially giving you 80 AP in one go

    Also, you may already know this, but when I want to raise my other character's levels and not Squall's, I use a Break spell on him and switch my characters around depending on who's at a good level/needs to be higher level (when I say "higher level" I mean Squall's level, since from what I can tell monsters are the same level as the highest level character in your group, which is usually Squall). When a character has Break on them they don't take any damage, can't do damage, and don't get experience.
    Last edited by Disco Potato; 07-19-2006 at 08:49 PM.

  11. #56

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    Quote Originally Posted by Setzer Gabianni
    When I get a Wendigo, I will fight them, but where are they?
    Some are right next to Deling City, all over the Galbadian Continent on the orangey red area of dirt - they're yellow and green basketball playing bullies! you'll know when you see them

  12. #57
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    Setzer:

    Quote Originally Posted by ME
    Come fights such as Diablos who have useful magic that can be drawn, it is essential that you have a high Magic stat. This is the key to drawing 9 spells every turn. Once you have a good spell Junctioned to your Magic stat, drawing should become much easier. You should also make sure not to neglect your Spirit and Vitality stats. Your Spirit stat determines how much damage magical attacks do, and your Vitality stat determines how much damage physical attacks do. Make sure to Junction strong magic to each of those stats as well.

    Playing the Triple Triad card game makes the game MUCH easier. If you play alot of games, then you can use Quezacotl's Card Mod ability to mod cards into items that can be further refined into magic. This is how you can get poweful magic like Curaga, Meltdown, Pain, Break, Tornado, etc. early on in the game. I had spells like that before I fought Edea at the end of Disk 1. You can also mod cards into items needed for upgrading your weapons.
    You couldn't draw Demis from Diablos because your Magic stat wasn't high enough. You should've been able to get 200 easily with a -ga spell Junctioned.

    If you want powerful spells with low levels, you will not be able to draw them from enemies. You need to refine magic from items. And to get those items without fighting, you need to mod cards.

    1 Wendigo Card = 1 Steel Orb = 15 Demi (Diablos's Time Mag-RF)
    2 T-Rexaur/1 Armadodo Card = 1 Dino Bone = 20 Quake (Diablos's Time Mag-RF)
    1 Abyss Worm Card = 1 Windmill = 20 Tornado (Quezacotl's T Mag-RF)
    1 Gayla Card = 1 Mystery Fluid = 10 Meltdown (Diablos's ST Mag-RF)
    1 Tonberry Card = 1 Chef's Knife = 30 Death (Siren's L Mag-RF)
    1 Tri-Face Card = 1 Curse Spike = 10 Pain (Diablos's ST Mag-RF)
    1 Cockatrice Card = 1 Cockatrice Pinion = 20 Break (Diablos's ST Mag-RF)
    1 Elastoid Card = 1 Steel Pipe = 20 Berserk (Diablos's ST Mag-RF)
    1 Forbidden Card = 1 Betrayal Sword = 20 Confuse (Diablos's ST Mag-RF)
    1 Mesmerize Card = 1 Mesmerize Blade = 20 Regen (Siren's L Mag-RF)

    That's all I can think of right now.
    Last edited by Xurts; 07-19-2006 at 09:22 PM.

  13. #58

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    You can also find them in the forests near Timber and at the big forest near Dollet.

  14. #59
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    Keep your levels as low as possible, and exploit the junction system to get an edge over the enemies. Get the Card command as fast as possible, and card enemies instead of killing them. Buy Tents and refine them into Curaga for massive HP. Refine Water from the Fish Fins and Fasticolation(sp?) cards. Play Triple Triad and get Abyss worm cards, they refine into Windmills which again refine into Tornadoes. Get Mezmerize cards and refine them into Mezmerize Blades, they refine into Regen, another good spell for HP junction. These things should be good for a start.

    Oh, someone listed them already. Nevermind then.
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  15. #60
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    Quote Originally Posted by Setzer Gabianni
    1. My party, I originally trained to keep at roughly the same level, even though Squall always gained more experience. However, when I chose a party to go to Galbadia Garden, I had to stick with that party, so I couldn't switch to train - I think, so I stuck with Zell and Selphie (I got to use Rapture, yey!) - I now plan to do a bit of training with Quistis and Irvine, though I HATE using Quistis because her limits suck.
    Quistis's Limits can be very useful once you teach her the right skills. Mighty Guard, Micro Missiles, Bad Breath, Degenerator, White Wind, Shockwave Pulsar? Awesome.

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