Part 29: Wind Crystal JobsWind Crystal Jobs
Knights offer high strength and health at the cost of their magic stat. They can equip the heaviest armors and shiniest swords. Their secondary ability is !Guard, which we saw from Wing Raptor as being able to block all physical damage. As a passive ability they share Paladin Cecil's Cover ability, which causes the Knight to block physical attacks for any allies in critical HP.
If you're aware of what enemies lack magic abilities (or can force them to lack them), then a team with a knight !Guarding is unbeatable.
Cover (10 ABP)
Takes a hit for an ally in critical health.
!Guard (30 ABP)
Negates physical damage while active.
Two-Handed (50 ABP)
When assigned will allow user to equip a weapon in both hands in lieu of shield. Doubles M factor for Attack. (Imparts Knight's Strength Stat to user)
Equip Shield (100 ABP)
When assigned user can equip a shield.
Equip Armor (150 ABP)
cntl-c, cntl-v above, but for heavy armor.
Equip Sword (350 ABP)
Says it on the tin. Note that it says Swords, this does not include Knight Swords.
Worth mastering? (This assumes casual play, if you're getting all cheevos you have to do this on at least one person. If you're playing by Fiesta rules you'll probably master Knight as well)
No, Cover, !Guard and Two-Handed are all the abilities you need from Knight, maybe Equip Shield in some edge case I can't think of right now.
Monks offer even more strength and health than Knights, their magic stat is worse and they are limited to light armor. Monks have innate counter attack. Their secondary ability is !Kick, which has gotten a large buff from previous versions as it now does full damage to all targets.
Monks are extremely viable in the early game, but as enemies start having a defense stat fists lose their punch. Fists are able to crit, but not consistently enough to overcome this handicap.
!Focus (15 ABP)
!Focus delays the users action to deliver a double damage attack a turn later.
Barehanded (30 ABP)
Grants Monk strength to the user and gives the Monk's better attack calculation for unarmed combat. User can still equip weapons and benefit from the strength of the Monk job.
!Chakra (45 ABP)
Wastes an ability slot to heal some HP and cure poison and blind.
Counter (60 ABP)
Allows user the chance to counter a physical hit.
HP+10% (100 ABP)
Increases user's Max HP by 10%
HP+20% (150 ABP)
20% increase in Max HP
HP+30% (300 ABP)
I think this is the last time I need to just make up a third way to imply how shallow it is to just copy and paste an ability 3 times and call it a day.
If you want to maximize your stats come endgame, yes. Otherwise no.
Thieves offer great speed and offer some nice quality of life passives under their belt. Their secondary ability is steal which attempts to take an item from the enemy.
While using a Thief, Find Passages, Vigilance, and Sprint are in effect.
Find Passages (10 ABP)
Allows a non-thief to see hidden passages.
!Flee (!Scram) (20 ABP)
When used will immediately escape from any battle you can escape from.
Sprint (30 ABP)
Passively doubles move speed, stacks with auto run.
!Steal (50 ABP)
Grants user the command to steal.
Vigilance (75 ABP)
Prevents party from being back attacked.
!Mug (150 ABP)
Grants user the ability to attack and steal in the same turn.
Artful Dodger (300 ABP)
Grants user the Thieves agility stat.
Yes, one person should master thief. !Flee, Vigilance and !Mug will have use throughout the game. Artful Dodger is a pretty lousy capstone that will probably never see any use outside of a Berserker in a Fiesta party with 0 synergy (Thief, Berserker, Geomancer, Dragoon or Chemist).
The Final Fantasy debut of "get punched with fancy attacks to learn them for yourself" class. Blue mage gains Magic at the expense of some strength. That lower strength isn't very obvious since they can equip swords, shields and medium weight armor. They have Learning as a passive and their signature !Blue Magic as their secondary.
Blue Mage is worth as much as you want to invest into getting it. With foreknowledge of where to get spells and when to use them Blue Magic will constantly find a spot in the party.
!Check (10 ABP)
Waste an ability slot to use an extremely limited Libra when you could just equip !White1 to do that and cure.
!Learning (20 ABP)
Allows a different class to learn blue magic.
!Blue Magic (70 ABP)
Allows other jobs the Blue Magic command.
!Scan (250 ABP)
Waste an ability slot to use Libra when you could just equip !White1.
No, all you want or need is Learning and !Blue Magic
The go-to class for keeping the party standing. As the game goes on, they will wield spells to recover from damage, spells to reduce damage or heal status effects.
!White1 (10 ABP)
Allows user to cast Cure, Libra and Poisona. Grants a fraction of White Mage's Magic Stat boost, if greater than user's current stat.
!White2 (20 ABP)
Allows user to cast the above spells, plus Silence, Protect, Mini. Grants a larger fraction of the White Mage's magic stat.
!White3 (30 ABP)
Allows user to cast the above spells, plus Cura, Raise and Confuse. Grants half of the White Mage's magic stat.
!White4 (50 ABP)
Allows user to cast the above spells, plus Blink, Shell and Esuna. Grants more of the White Mage's magic stat.
!White5 (70 ABP)
Allows user to cast the above spells, plus Curaga, Reflect and Berserk. Grants most of the White Mage's magic stat.
!White6 (100 ABP)
Can cast the full White Magic spell list. Grants user the full White Mage magic stat.
MP+10% (300 ABP)
Gives user 10% greater Max MP.
No, !White6 is enough.
The class to use to pressure enemies with status effects and leverage elemental weaknesses.
!Black1 (10 ABP)
Allows user to cast Fire, Blizzard and Thunder. Grants a fraction of the Black Mage's Magic stat, if greater than the user's current stat.
!Black2 (20 ABP)
Allows user to cast the above, plus Poison, Sleep and Toad. Grants a larger portion of the Black Mage's magic stat.
!Black3 (30 ABP)
Allows user to cast the above, plus Fira, Blizzara,and Thundara. Grants the user half of the Black Mage's magic stat.
!Black4 (50 ABP)
Allows user to cast the above, plus Bio, Drain and Break. Grants more of the Black Mage's magic stat.
!Black5 (70 ABP)
Allows user to cast the above, plus Firaga, Blizzaga and Thundaga. Grants most of the Black Mage's magic stat.
!Black6 (100 ABP)
Can cast the full Black Magic spell list. Grants the user the full Black Mage magic stat.
MP+30% (450 ABP)
Gives user 30% greater Max MP.
Probably not, The only job that might want MP+30% instead of just casting Black Magic would be Summoner, maybe Time Mage to stretch their mana for one more cast of quick. At least for the ABP cost you'd get a better return for 50% more APB for 300% more MP.