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Thread: So, which magics should I give priority to?

  1. #1
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    Default So, which magics should I give priority to?

    Alright, Ultima and Full-life rule the world anyday, but are there any other really great ones?
    I always thought the highest versions of the basic spells were the only versions you needed (plus Cura for healing), and I thought Triple was good on Speed, and Shell was great for Elemental Defense.

    Oh well, discuss!

  2. #2
    Breast Member McLovin''s Avatar
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    Ultima is great on your HP. Tornado is good on some other ones too.

    But you should stick to casting: Ultima, Full Life, and Meltdown.

    Meltdown rocks.

  3. #3
    C'mon C'mon
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    Some good include: Pain, Tornado, Holy, Quake, Aura, Death, Blizz/Thun/Firaga, Full-life, Comet or Meteor (can't remember the name) aaaaaaaand that's all I can think of off the top of my head.

    Balls, forgot Meltdown.

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    Yuffie ate my avatar Sefie1999AD's Avatar
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    For junctioning, I found spells like Ultima, Full-Life, Tornado, Curaga, Triple, Holy, Firaga, Blizzaga, Thundaga, Quake, Aura, Meteor and Death quite useful. As for those that I cast, it's pretty much Meltdown and Aura, although Full-Life and Curaga can be useful too if I don't have the abilities Recover and Revive ready at that time.
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  5. #5
    Draw the Drapes Recognized Member rubah's Avatar
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    Full-Life is excellent for HP
    Strength; once it gets built up, ultima is superfluous, so I stick to flare
    Vit: meltdown
    Mag: pain is probably the best nonultima, but you can get good results with quake/tornado etc also
    Spr: Reflect or Curaga
    Spd: Haste (or Triple if you're Squall or Selphie with Strange Vision)
    Eva: Stop
    Hit: Triple
    Luck: Death

    As for Elemental and Status, that depends on where you're playing.

    For the islands closest to heaven and hell this will work fine:

    ELM ATK: Blizzaga
    ELM DEF:
    Firaga
    Thundaga
    Meteor
    Life/Shell/etc

    ST ATK: Sleep (it's ridiculous how many enemies here are susceptible to it)
    ST Def:
    Pain (bio/blindness and something else)
    Confuse
    If you don't plan on running into many Blue Dragons and giving them enough time to cast Death (or toramas. I always junction death here when walking in estharxD) Berserk would be acceptable here, or perhaps Reflect if you wanted a good extra covering of the others.
    Esuna

    You'll notice I don't have ultima on there at all; that's because I don't currently have enough ultima for everyone in my party (nor everyone unKOed xD) so I don't remember where I have it. It's good for elemental defense though, but that's kinda wasting it.

    To look at the topic another way, we could discuss which magic you allow rinoa to possess while you abuse her Angel Wing'age xD

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    Hey, thanks guys, my rock factor increased by about 50% from your advice alone; what I'm trying to say is, your advice rule.

    I just managed to Draw 300 Pain spells from this monster you fight with Squall and Quistis on the first disc (during the Balamb Garden chaos early during disc 2, though), and that spell made it a lot easier, indeed.

  7. #7

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    HP: Full Life/Holy
    Str: Meteor
    Vit: Meltdown
    Mag: Holy/None
    Spr: Reflect/Full Life
    Spd: Triple
    Eva: Tornado
    Hit: Double
    Luck: Aura

    Elem-Atk: various
    Elem-Defx4: Life, Shell, Flare, Protect

    ST-Atk: various
    ST-Defx4: Pain, Confuse, Berserk, Death/Sleep/Stop

    When I get home I'll give you a list of the 32 magics you should have at the end of the game.

    Quote Originally Posted by rubah
    To look at the topic another way, we could discuss which magic you allow rinoa to possess while you abuse her Angel Wing'age xD
    Meteor. That's all she needs.

    EDIT: Here's that list.

    Aura
    Berserk
    Blizzaga
    Break
    Confuse
    Curaga
    Death
    Demi
    Dispel
    Double
    Drain
    Esuna
    Firaga
    Flare
    Full-Life
    Holy
    Life
    Meltdown
    Meteor
    Pain
    Protect
    Quake
    Reflect
    Regen
    Shell
    Sleep
    Stop
    Thundaga
    Tornado
    Triple
    Ultima
    Water
    Last edited by TheSpoonyBard; 11-02-2006 at 08:05 PM.

  8. #8
    Draw the Drapes Recognized Member rubah's Avatar
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    Well right now she doesn't have *any* meteor, and meltdown is always good to have. then you can't just overlook ultima's stat boosting.

    I think it would be better to have cure/cura rather than double, at least one one person, so that if you were trying to heal someone where they could use a limit without being one hit from death, you could do that without wasting an item

  9. #9

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    What's wrong with Curaga? Just use Aura to get Limit Breaks. Even if they die, you've still got Life/Full Life/Revive/Phoenix Downs, etc.

  10. #10
    Draw the Drapes Recognized Member rubah's Avatar
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    Curaga with any sort of good magic stat will heal you for several thousand. Making you very not-critical healthed.

    Using aura just wastes a turn, geeze!

    Besides, at the time I was using cura like that, I was soloing, so life-etc were not options :]

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    Quote Originally Posted by rubah
    You'll notice I don't have ultima on there at all; that's because I don't currently have enough ultima for everyone in my party
    Not to mention the fact Ultima is so totally given that disregarding it is pretty tempting.

    "Hey, what's great for HP?
    -Ultima!
    What's great for Strength?
    -Ultima!
    And what's great for Vitality?
    -Ultima!
    Yes, yes and yes!"

    :rolleyes2

  12. #12

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    The only thing that beats Ultima in stat junctions is Triple for Spd and Hit.

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    I always found Aura the most useful spell in the game (constant Limit Breaks ftw), and that's somewhat of a pity given it's so great for Junctioning, and we all know your Stats deteriorate like crazy if the magic supply starts to decrease.

  14. #14

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    Aura's main junctioning areas are Str, Luck and Curse ST-Def. Meteor is a good alternative for Str, Death is a good alternative to Luck, and you should have Curse covered by Pain on ST-Def. One or two spells won't affect your stats too much, and you can easily refine Aura spells to replace any you've used.

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    According to personal research, along with your advice, I find this to be the ultimate Junction setup:

    HP: Meteor
    Str: Aura
    Vit: Meltdown
    Mag: Flare
    Spr: Reflect
    Spd: Triple
    Eva%: Stop
    Hit%: Double
    Luck: Death

    Elem-Atk: *depends on circumstances*
    Elem-Def: Ultima/Life/Full-Life/Shell

    St-Atk: *depends on circumstances*
    St-Def: Esuna/Pain/Sleep/Confuse

    Please note that this is from the top of my head, so some info might seem rather queer; but I still think this is a decent setup.

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