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submitted 1 day ago* (last edited 1 day ago) by ashinadash@hexbear.net to c/games@hexbear.net

The monk/ninja hybrid really is the ideologically correct answer for everything in this game, isn't it? Ramza's been a monk for a while but I did some grinding (game is a grindfest) to make him a ninja after the fort city encounter with Malak. Ramza is hitting for 192 damage times two on Wiegraf and his subsequent demon form. For the first phase, you just have to bait him into range and then deck him once. Owned. Demon form has more HP but with some Lancers and Agrias helping he goes down in two turn cycles.

Other classes that would be cool include Engineers, (firearms are nowhere near as strong as in Tactics Ogre, but the range is almost the whole map) Holy Knights, (only for Agrias, the ranged attacks like Lightning Blade are clutch) and Lancers (whose spears remove Counter from the equation and whose Jump attack is basically free damage) but mostly since every single map in this game is smaller than any throne room in Tactics Ogre, combat shakes out to something like character max damage output ÷ character mobility or something. It's always just a contest of who can deal the most damage the fastest.

Right?

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[-] ryven@lemmy.dbzer0.com 3 points 1 day ago* (last edited 1 day ago)

Yes, but there are some strong defensive options you can take advantage of to keep your guys alive while they're double fisting the enemies.

1/4 of the overall change to your Bravery and Faith that occurs during a battle persists afterward. (So if you start a battle with 50 Bravery, and end with 54, your permanent Bravery shifts to 51.) This means you can grind Bravery to 97, which will make your Reaction Abilities trigger 97 percent of the time. This is obviously good with Blade Grasp against physical attacks, or Hamedo against physical attacks that originate from inside your weapon range. (Note that some monster attacks don't trigger Blade Grasp.) With Auto-Potion and only X-Potions in your inventory, you get 150 HP back every time you take direct damage.

Damage to MP is interesting because as long as you have at least 1 MP, ALL of the damage is converted to MP damage, so you can pair it with Move MP Up to completely block the next damage you would take after every one of your turns, even from sources that there are otherwise few ways to mitigate, like the sword skills or Dark Holy. If you aren't getting attacked at least twice for each turn you get, this makes you functionally unkillable by damage.

You can also grind Faith down on your physical units to greatly reduce damage from enemy spellcasters, if you don't care about being able to target your own unit with magic buffs. (This will basically guarantee Raise misses, so be sure to bring Phoenix Downs and the Item command instead of relying on White Magic!)

If you don't care at all about battles being remotely fair and aren't above engaging in some simulated animal abuse, the actual strongest strategy is:

spoilerUse a mediator to recruit a pig type monster, hatch a ton of pigs looking for the higher tier ones, and then Poach them for Ribbons and Chantages. Ribbons are headwear that prevents all negative statuses and Chantages are perfume-type accessories that give permanent Auto-Reraise, so that if the wearer ever dies they automatically revive on their next turn, over and over. If you're playing the OG or War of the Lions releases they can only be equipped by women, but in the recent remaster there are no gender locks on equipment so you can make Ramza immortal too. Also this is super annoying to do in the OG release because the army size limit is so small, so by the time you have an opportunity to take advantage of this you don't really have room for the eggs.

(I may have misremembered some of the ability names, or mixed up names from the various releases.)

[-] ashinadash@hexbear.net 3 points 1 day ago

Holy shit this fuckin game is so busted catgirl-disgust So you can really just raise or lower Brave or Faith permanently... I did not know Brave directly determines react%, that explains a lot and I hate it to death. Also fuck Hamedo seriously.

(Note that some monster attacks don't trigger Blade Grasp.)

Okay they so ruined Counter (as well as any other react ability in the game) in FFT. In Tactics Ogre all units do melee counter attacks 100% of the time, that's it. Now not only is there a % chance to attack, but it only triggers on SOME ABILITIES. I thought Counter Magic was gonna be busted but it only seems to work at all on black magic. Disgusting visible-disgust

as long as you have at least 1 MP, ALL of the damage is converted to MP damage, so you can pair it with Move MP Up to completely block the next damage you would take after every one of your turns, even from sources that there are otherwise few ways to mitigate,

That takes a lot of ability slots but could be interesting, if you're sick of actually playing battles.

You can also grind Faith down on your physical units to greatly reduce damage from enemy spellcasters, if you don't care about being able to target your own unit with magic buffs.

Same to this, I haaaaate how brave and faith work in this game. I already have my white mage throwing phoenix downs too because Raise rate is piss poor on some units due to zodiac alignment or smth.

Use a mediator to recruit a pig type monster,

I was wondering if this game had recruitment, I hate how grabby the later Yasumi Matsuno games get with recruiting. In Tactics Ogre only your leader can do it, in this it's class specific?? and in Wheel of Fortune it becomes Abilities you have to buy... Why are these games alwaya turning into micromanagement clusterfucks?

this post was submitted on 16 Aug 2026
25 points (100.0% liked)

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