Experimenting with a new job setup; help me assign Espers please

1shadetail1Posted 6/4/2012 8:50:38 AM
So on pure whim, I'm making two teams where all three members have the same armor type. One is Light armor, the other is Mystic armor (no heavy armor). And completely randomly, it's also turned out to be boys vs. girls.

Vaan - Monk
Balthier - Hunter
Basch - Archer

Fran - White Mage
Ashe - Samurai
Penelo - Black Mage

All I need is to decide where the Espers go.
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ZekuMusashiPosted 6/4/2012 11:58:51 AM
Well then, with thanks to the Job Summaries and Esper-Locked Ability Lists
http://www.gamefaqs.com/boards/939426-final-fantasy-xii-international-zodiac-job-system/52876031


Belias
- Samurai: Libra

Mateus
- Hunter: Gil Toss

Adrammelech
- White Mage: Battle Lore, Souleater

Zalera
- Hunter: +435 HP
- Samurai: Blood Sword, Blood Sword A
100% Confuse is great but even if gotten ASAP, you can get a (regular) Masamune at the same time / easier (if you haven't started
the Gilgamesh hunt yet), hmm ... then again, Black Mage already delivers plenty of damage, so yay additional disabling effects?
Hunter is buff 'nuff, heh.

Shemhazai
- Archer: Heavy Armor 10, 11, 12
- Hunter: Guns 5, Guns 6
- Samurai: Shield Block
- White Mage: +230 HP
How far does your no-Heavy-Armor limitation go? Three Light Armor users might run into problems keeping themselves well-equipped.
In my experience, even my Mystic Armor Jobs often had better defenses, good Light Armor seemed much rarer than Heavy or Mystic.
Plus, there's a definite shortage of the late-game stuff unless you do some Cerobi farming.
(Also, will Samurai be allowed to use Genji Helmet / Armor? 'twould seem a waste not to, plus the whole high-end equips deal again.)
Anyway, if HA on the Archer is out, of the remaining choices, White Mage might be the best choice.
A better melee Samurai is always nice but the difference isn't too big; Hunter has Telekinesis and his teammates for hitting flyers
(and personally, Balthier's slower than normal animation for attacking with the already annoyingly slow Guns is just too much).

Cuchulainn
- Hunter: Protectga, Shellga

Exodus
- Samurai: +500 HP

Zeromus
- White Mage: +270 HP

Hashmal
- Monk: Cura, Raise

Famfrit
- Archer: +825 HP
- Black Mage: +730 HP
- Monk: Arise, Dispelga
Arise shouldn't be necessary with an Archer around and Dispel motes can be bought at that point, so meh Monk.
Basch already makes quite the buff Archer so Black Mage should lose a good bit of squishyness here.

Chaos
- Monk: Holy, Esunaga, Protectga, Shellga
- White Mage: +310 HP, Greatswords 2
Hmm ... with two full sets of Remedy Lores and the buffs already being covered by Archer / Hunter,
I'd say this should go to the WM, woot Defender (and doubly so for it being in Fran's hands, even).

Ultima
- Monk: Swiftness x2

Zodiark
- Archer: (or Ultima) Infuse, 1000 Needles
- Monk: Renew
Both are meh. Outside of Bubble (Belt), Curaja and X-Potions should suffice for all your healing needs.
For what it's worth, I can envision someone envisioning a situation where Infuse might be useful :P
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1shadetail1(Topic Creator)Posted 6/4/2012 7:45:49 PM(edited)
It's only no heavy armor to start with. I'm not playing some strange challenge run, I'm just using jobs that start with light or mystic armor. There's no real reason, like I said this is just a whim.

At any rate, thanks for the help.
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Religion is like spaghetti: either stiff and fragile, or wet and limp.
LordMagusPosted 6/5/2012 1:33:37 AM
ZekuMusashi posted...
Well then, with thanks to the Job Summaries and Esper-Locked Ability Lists
http://www.gamefaqs.com/boards/939426-final-fantasy-xii-international-zodiac-job-system/52876031



Wooow, I forgot I posted that. Just the other day I was looking for the document I made with all that info and couldn't find it. I'm amazed it hasn't gotten purged yet- better copy it down...
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GlavewurmPosted 6/5/2012 9:19:55 AM
^Topics don't purge on game boards anymore. Which is really handy.
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