Eleibfrid said:Does anyone else find technicks more or less useless?
Charge, for long-ass fights (See: Omega, Yizamat) And the Phys def down one.Eleibfrid said:Does anyone else find technicks more or less useless?
Acutie said:Anyone else as stupid as me?
Marajade said:Charge, for long-ass fights (See: Omega, Yizamat) And the Phys def down one.
Everything else is junk, aside from steal for obvious reasons.
mdkuser said:charge will drop your MP to zero when unsuccessful (at least in Jp version). For those long fights, there are the autocharges that you unlock on Licence grid: mp charges automatically when you deal damage or take damge.
<.> why risk it? use ethers, not like you can't buy them.Tyrath said:Charge is supposed to be used when you literally have no mp anyways, so you wont be losing much if it fails.
Blackchaoshero said:<.> why risk it? use ethers, not like you can't buy them.
Blackchaoshero said:<.> why risk it? use ethers, not like you can't buy them.
the risk i see is wasting time. if it fails with 3 mp no big loss, but you just wasted some time in a fight that was bad enough you were doing mist chains (or that's how i'm assuming you got to 0 mp =P ). some fights i really don't see having room for errors. eg, i use mit chains for death blows cause i'm way too lazy to spend 45 minutes hacking at something with 9875489726745669X def at low hp, if i get unlucky, blow off all their mp and then get a crappy round and do 52 damage... well, i consider that shit hitting the fan in a fight like the dude in the sewers.Tyrath said:Whats there to risk when you have 3 MP left? Obviously ethers are more useful if you REALLY need to use the spell right away, but then the chances are you'll have someone dead before you can get the spell off anyways.