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Best gambit white mage time battle mage
Best gambit white mage time battle mage









best gambit white mage time battle mage

Can crit for 15,000 damage by the time you're at Phon Coast, and will go mental on any enemy susceptible to Oil (due to Burning Bow/Fiery Arrows). Stack buffs and passives, put it in critical, turn on berserk, and let it rip. This is a gun-turret-style ranged attacker focusing on damage above all else. The rest is small differences, between buffs (Knight), breaks (Foebreaker), and good melee options (Uhlan). They're very strong during midgame.Īrcher/heavy armor physical damage - the second job can be Foebreaker/Uhlan/Knight, as they're all very similar in what they offer: heavy armor (bows scale with STR) and combat passives (Focus/Adrenaline). Since Archers drop off at endgame naturally anyway, that's not a big deal. At endgame you'll mostly be casting, but physical damage can remain respectable even though it will never peak due to lack of combat passives like Focus/Adrenaline. Archer gives Red Battlemage access to an element-boosting weapon (Burning Bow) which boosts the most powerful offensive spell in the game (Ardor). Especially effective if you plan to tackle high-level content at low levels because of utility spells.Īrcher/Red Battlemage - a fan favorite, because it combines physical attacker (for single-target damage) with offensive caster (for multi-target damage) and utility spells. Has the same endgame offensive capabilities, but more utility at early/midgame and can potentially substitute fully for an offensive caster. Can use offensive spells to disable or damage larger packs of enemies, and to compensate for poor damage when using Main Gauche. Shikari/Red Battlemage - similar to the above, but more utility-oriented. Also very strong during early/midgame because it can tank with shield + Main Gauche and heal/buff at the same time, saving you slots for more damage. Shikari/White Mage - all the necessary ingredients for insane superboss damage, with buffs (Bravery), passives (Adrenaline), and gear (Yagyu Darkblade + Black Robes). It can often be more beneficial to a party to split those and have both at the same time rather than having to choose one. Knight/Bushi - similar to Monk/Bushi, but runs into a problem of redundancy because it has access to two uber endgame weapon combos, Kumbha/Genji Gloves and Excalibur/White Robes. Ticks all the boxes for physical damage dealers.

best gambit white mage time battle mage

Monk/Bushi - Bushi for the insane endgame weapons (Kumbha) and Genji gear, while Monk provides high HP and buffs like Bravery. There are, however, some combinations that do seem to crop up often because they offer nice synergies. And with that preference come a number of possible job combinations that work particularly well for that preference - but may not work as well for someone else's preference.

best gambit white mage time battle mage

Most of that can't just be objectively decided, so it's up to personal preference. Do you like tanking? Do you prefer an offensive approach? Defensive? Do you want to have each job exactly once, or do you double up? Do you want to farm difficult areas very early to get uber gear? Or proceed with the story asap to unlock access to all areas? Then there's the question of personal playstyle. What constitutes "the best" can't be pinned down exactly, because there are too many different interpretation of "the best" - the best for WHAT? Early game? Midgame? Killing superbosses? Finishing the storyline asap? Most jobs have asymmetric power curves and will peak at different times, and gear availability is tied to a number of factors as well (and, naturally, plays right into the power curve).











Best gambit white mage time battle mage