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Created March 20, 2016 07:44
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<title>Builds - FFTA2 Clan guide</title>
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<h2><a name="individual_unit_builds">Individual unit builds</a></h2>
<h3>Hume</h3>
<p>Humes are pretty great units in this game. They are capable of doing almost anything the other races can do almost as well. However, they do seem to be slightly skewed towards melee combat.</p>
<h4>Parivir</h4>
<img src="Hume-Parivir.jpg">
<p>This new job in some ways represents an evolution of the Ninja and Fighter from FFTA. They resemble unarmoured samurai, wielding katanas and wearing hats and light armour. Parivir epitomise the idea of a "glass cannon": a unit with extreme damage output but very weak defense. The Paravir's Flair A-abilities mostly consist of elemental attacks that strike twice and inflict a status. The class's impressive speed growth allows it to strike early, often allowing you to take out multiple enemies before they can even act.</p>
<p>Flair abilities do not take advantage of a second weapon, so Dual Wield is much less powerful here. Geomancy is generally acknowledged to be the most overpowered choice for a Parivir, as it combines with the Flair elemental effects to increase damage even further. Some suggest using Strike Back as R-ability, allowing the unit to both avoid attacks that could otherwise seriously harm it, and to leverage its high attack to punish the attacker.</p>
<p>Leveling up your Parivir a bit as a Paladin can help to offset the job's poor defensive growth.</p>
<p>The table below illustrates some good setups for the Parivir and their relative strengths and weaknesses.</p>
<table>
<tr>
<th>Job</th>
<th>Secondary A-ability</th>
<th>R-ability</th>
<th>P-ability</th>
<th>Key equipment</th>
<th>Strengths</th>
<th>Weaknesses</th>
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<tr>
<td>Paladin</td>
<td>Flair</td>
<td>Strike Back or Counter</td>
<td>Geomancy</td>
<td>Powerful knightsword or greatsword like Tournesol or Sequencer</td>
<td>Absolutely brutal melee damage and access to great armour</td>
<td>Cannot take out more than one enemy per turn</td>
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<td>Parivir</td>
<td>Seer</td>
<td>Strike Back or Counter</td>
<td>Dual Wield</td>
<td>Two powerful katanas like Hyakushiki-Masamune</td>
<td>Great combination of High Magick elemental damage with strong melee follow-up</td>
<td>Less powerful against single targets</td>
</tr>
</table>
<h4>Seer</h4>
<img src="Hume-Seer.jpg">
<p>Another new job, the Seer is a sort of Red Mage for Humes. Its A-ability set, High Magick, is a combination of mid-tier White and Black Magick, including Fira, Blizzara, Thundara, Cura, Raise, and Esuna. This already makes the Seer a valuable and flexible caster. The Seer also boasts the best magical growth for Humes.</p>
<p>However, by far the most powerful ability granted the Seer is an A-ability called Magick Frenzy. Selecting Magick Frenzy allows you to choose a spell to cast normally, after which the Seer will "teleport" and melee-attack <em>every unit hit by the spell</em>. To clarify, the melee attack counts as a normal Attack command, so abilities like Dual Wield do work, and you can get critical hits.</p>
<p>There are essentially two ways to build a Seer. The first is to give him Illusion as his secondary A-ability set, allowing him to hit every enemy on the battlefield with both a spell and a melee attack. Combined with Halve MP and the MP Channeling clan privilege, it gets absolutely ridiculous, as he can cast a High Magick Illusion every turn.</p>
<p>The second way to build a Seer is to emphasise the melee part of Magick Frenzy. This is achieved by making the unit a melee-based class like Parivir, and using High Magick as the secondary A-ability set. High Magick will then need to rely on spells with a much smaller impact area (Fira/Blizzara/Thundara), but the payoff is being able to hit every enemy in the blast radius with a melee attack. This build naturally benefits from anything that can improve its melee attacks, most notably Dual Wield. It is also crucial that the unit remain in a melee-strong class, as the Seer's Books are very weak weapons. Rather stick the unit in a class like Parivir or Paladin that can equip far better weaponry.</p>
<p>In either case, MP Recharge makes for a great P-ability, allowing you to gain even more MP for free every so often.</p>
<p>High Magick can also be leveraged into a very effective healing tool. Equipping the Seer with Dual Wielded Healing Staves and giving him access to powerful healing magic (perhaps via White Magic) will allow him to not only heal a group of allies, but also hit each of them twice with the Healing Staves for even more healing.</p>
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