Best jobs for each character, how to build the best party, explained the Zodiac Licensing Committee • Eurogamer.net



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As you may already know, this remastering of Final Fantasy 12 Zodiac Age is based on the Japanese version "International Zodiac Job System", which differs from the original version in a few key areas.

The most remarkable, of course, is the redesign of the Licenses system. The characters now have the choice of the permanent class, known as Zodiac Jobs system, and within these jobs a Licensing Commission is available with various updates, including new ones gambits for your character.

In addition to all this, we will also guide you through the best jobs for each character – Although it's much less important than you think.

On this page:

It's a lot to digest at first, so let's explain everything you need to know about this on this page. For more help in Final Fantasy 12, take a look at our Final Fantasy 12 guide The Zodiac Age.

Zodiac Jobs and the Licensing Commission explained – which class should you choose in Final Fantasy 12?

Once the Zodiac Jobs and License system is unlocked in the game, you can assign a job to each new person.

Final Fantasy 12 gives you the opportunity to take a look at what's on each board before deciding, but note that once you've assigned one, you're taken permanently – unless that you only play on Switch and Xbox One – the first steps of the game, you can wait until you have chosen a style of play.

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The twelve jobs, corresponding to the twelve signs of the zodiac.

When a new member joins your party, he comes with armor and weapons that suggest his role "by default" – Basch has a sword, Fran has a bow, and so on. – but you are free to ignore it and give them something else. make.

That being said, it is advisable not to get too far from their intended job – although you can make Basch a white mage, he has more basic HP and therefore is better suited to a body character in body.

That said, when it comes time to add a second license (after beating Belias to get your first Esper), you can argue for the assignment of people to the "bad" class to avoid the party and to to prevent you from counting Too heavily a character: melee based jobs have more PV bonuses available on their board than you can use to harden your mages, and adding magic skills to a melee fighter means that it will be always useful in situations where fighting is not an option. More about it just below.

Theoretically, there is more five trillion combinations available to you when building your character group and their various Zodiac Jobs, we will obviously not list them all, but here is a brief overview of each type:

Employment Type of attack Armor arms Best uses Suggested characters
Archer Remote Light Bows S attack airborne enemies. Fran
Black Magus Magic Mystical The staff Enemies with elementary weaknesses. Ashe
Penelo
Bushi Melee Mystical katanas Close attacks, fast attacks against slow enemies or weak physical defenses. Vaan
Basch
Penelo
Shikari Melee Way Daggers
Ninja Swords
The quarters close together, alternative to a large escape tank. Vaan
White Mage Magic Mystical rods Healing and defensive magic, at least one is essential to party. Ashe
Penelo
Uhlan Melee Heavy lances Tanking and heavy damage. Vaan
Basch
Penelo
Machinist Remote
Melee
Light Guns for Ranged
Melee measurements
Flexibility, with a choice of melee or distance. Note that weapon damage is not proportional to the stats, but the Actions deals flat damage regardless of the enemy's defense stats. Fran
Red battle Melee
Magic
Mystical Mass Can only cast low level spells, but useful as a replacement for your white mage. Ashe
Penelo
Knight Melee Heavy swords
swordfish
Good as a tank or DPS, and good choice for beginners because of their ability to survive. Vaan
Monk Melee Light posts A high level of health and escape means that it can serve as a reservoir. Can fight without weapons. Vaan
Basch
Penelo
Fight time Remote Heavy crossbows Support and damage spells are useful for inflicting status effects and damage over time. Ashe
Penelo
Foebreaker Melee Heavy hammers
The axes
Excellent tanking and works as DPS against high defense enemies. Vaan

The best Zodiac jobs for each character in Final Fantasy 12

It's a common question, but there are very few aspects that really affect the performance of a character when it comes to selecting tasks for each of them, so there is nothing to worry about too much .

Instead, it only takes one or two minor factors to keep in mind and then build them as you see fit. The community on GameFAQ has done a decent job (half wordplay) by suggesting the best options, but again, there are really no strict rules. Keeping this in mind, here's what to consider when selecting tasks for your character:

  • Vaan – A versatile general, but highish HP takes him to more oil jobs like Bushi, Shikari, Uhlan, Knight and Foebreaker.
  • Ashe – High magic power (MP), making it suitable for mage use.
  • Penelo – like Ashe, a high MP means a tendency towards the suitability of the mage.
  • Basch – High combo speed points to melee-based jobs – think of Bushi, Uhlan or Monk.
  • Balthier – As with Basch above, combo speed suggests working in melee.
  • Fran – Slightly lower statistics suggest remote jobs like Archer or Machinist.


For more help with? Final Fantasy 12? Our Final Fantasy 12 The Zodiac Age guide, the walkthrough, the differences between Switch and Xbox give you a preview of the game to get you started. Elsewhere, you'll find our Hidden Espers strategy and our Elite Hunts and Chaks sites and pages, how to get the best Zodiac jobs for each character, tips on Jellies' agricultural LP and even how to get the Zodiac Spear.



How to build the best party in Final Fantasy 12 The Zodiac Age

At the beginning of the game, you can only choose three characters, but you will later get a larger list of 6 from which you can then build a team of three to explore, and it is important to broadcast on the different classes. so that you can cover all the bases.

There is no "good" way to do it, and choosing an optimal party is as much an art ten as a science, but here are some tips:

  • A white magician is essential – Other classes, such as Archer and Red Battlemage, can cast some lower-level white magic spells that will get you through the early stages of the game. However, as you progress, you will not last long without Higher level healing spells, which White The Magi are built for.
  • Remember to assign the "bad" class to secondary class – for classes that can only wear light or mystical armor, for example, you can consider giving them a second class that can wear heavy once it is available, and conversely, for those who can only wear heavy or light armor, you may want to assign them a secondary class for mystic armor. This allows you to prioritize protection against almost any type of damage, depending on the situation, especially in boss battles: some will inflict physical damage, so heavy armor is a bonus, and some will focus on magical attacks for which mystic armor is a boon.
  • Remote damage is only for specific circumstances – Ranged attacks are of course useful against flying enemies, but they cause much less damage than melee or magic against most land enemies. So do not rely on this as the main source of DPS.
  • Wait before adding a black mage – At the beginning, a dark wizard may not be very useful, but as soon as secondary classes are available later, you should add one to your group.
  • Do not put all your eggs in one basket – At different times of the game you will not be able to use magic or physical attacks will be out of the question so it is important to have a little bit of everything.

Also note that although you will probably end up with three "favorites" in your party, it is important to give everyone the floor. characters earn LPs to unlock new skills even if you do not use them, but EXP members only earn members of an active group. Thus, the unused players will eventually be a little deficient in the stakes of HP and likely to be immediately erased. if you find that you have to call them later in the game.

How to Modify Zodiac Jobs and Classes in Final Fantasy 12

The Switch and Xbox One versions of Final Fantasy 12 exclusive to the possibility of changing the choice of your work and your Zodiac class after having defined them a first time.

To change your job choice at Zodiac, go to Montblanc (the leader of the Centurio clan and where you get your brands) in Rabanastre.

final_fantasy_12_zodiac_job_1

Then select "I want to change license card", then the character of your choice.

final_fantasy_12_zodiac_job_2
final_fantasy_12_zodiac_job_3

Now personalize and adjust to your heart's content!

The best licenses to choose from the Licensing Commission

There are many things to choose from each table and it can be a bit difficult to know where is best to invest your points, but rather than specifying the details, we suggest a general rule, which is to put a little bit in everything and keep the board balanced.

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The other important point to note regarding your choice of licenses is that, because weapons, armor, spells, tactics, and higher-level props unlock only as you progress through the story, there is no benefit. to obtain the Swords 5 license in the stores are still only selling level 3 weapons.

In this situation, you should instead place these points in an immediately more useful format and avoid focusing too much on just one type of upgrade.

Gambits and Gambit licenses explained

Gambits are a list of instructions that you can assign to the members of your party that they will follow in combat; the list is ranked in order of priority, so that each time their turn is played, they start at the top of the list until they find a corresponding condition and then perform the specified actions. At the beginning of the game, you will have a limited number of slot machines and options, but you can buy more conditions from merchants around the world and unlock slot machines on license tables.

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Most of the time, you are free to assign what you want, but for some battles you may need to add or remove some things for security reasons – for example, if you have a black Mage set that inflicts fire damage to the nearest visible enemy, and you fight a fire-based enemy, you will want to disable it – otherwise, it will be a hindrance rather than a help.

We would recommend always have someone in your group who has "Self: Balance" as the first game entry to give you an edge in the fights and highlight the pitfalls when you walk, and at least one member of the group must have "Ally: Cure / Cura "as their priority. The healing threshold for this Gambit depends on the number of HPs and MPs in play. Throwing it too early may waste the MP, but leaving it too late may mean that the intended recipient is already dead by the time it was started.

That's all for Zodiac Jobs, Licenses and Gambits, but take a look at our Final Fantasy Guide 12 The Zodiac Age and explain a lot more!

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