Things you should know, good tips

Arkangel

Meditate, that's about it
Adventurer
Joined
Mar 19, 2005
Messages
369
Age
43
Location
TEXAS YA'LL
Main Job
Samurai-Male
Secondary Job
WhiteMage-Male
Third Job
Monk-Male
Server
Quetzalcoatl
Linkshell
AvengingAngelz
FFXI
Arkangel
FFXIV
Jonlee Arkangel
1. get everyone 2 quickinings ASAP, the second quickining doubles your magick bar

2. Augments are potential the best way to improve your charactes in the game (all my characters lvl range is 25 atm but they ar wall over 1200+ hp and with a Ancient sword they hit between 380 - 450 dmg on lvl 20 enemies
i even think i saw a 500 pop up once)

3. if you are still early in the game like just barely getting to bjearba you can lvl and skill up off the skeletons on the second outside bridge and the next zone for quick lvl ups and lp (after Larsa leaves your party and the escape)
they pop out 123 - 150 exp points its a bit dangerous but once you get a routine going. . . . ., i got 280 chain there

4. another good place to skill up is when you are escaping from the airship near the begining of the game, instead of avoinding the alarm try running through everyone you see multiple times

thats all i got anyone else have good info to help out other players please post
 
couple things that have made me successful

1) Berserk + Bravery + Haste on one strong melee character can sink most boss' and hunts in a matter of seconds without using quickenings. I have it gambited for Basch and he uses katana which combos like crazy. Just be weary of elemental attributes on weapons, don't want to full cure a mob. I usually keep berserk on one character at all times just to speed up random encounters and keep liscence points rolling while walking through lower zones

2) Jelly's! there are 2 switch rooms in the henne mines when you activate a stream of jelly's will start to plop down one after another. This is by far the best fast exp place I have found in the game. Can get 8k in seconds very easily about every time you flip the southern switch. Fira will basically wipe them or you can go my route and just berserk 2 melee characters and watch them clean house. also decent gil as well.

3) don't dwadle too long before going to the next portion of the story, alot tougher mobs to level off of will follow with the story and if you make an effort to keep up with the hunts you should be significantly above minimum level anyway.

4) a couple rules of thumb on weapons I found courtesy of the internet and trial and error

-always have multiple characters equipt to do ranged damage, it's annoying switching out weapons but even more so taking 5 minutes to kill a flying monster

-Bo staffs damage is dependent on your strength versus your enemies magic resist, so it is useful on mobs with high physical defense and low magic
defense

-swords do not combo well at all, their damage seems to be dependent on strength so good for heavy armor wearers

-daggers, bows and ninja swords damage output is derivative of speed stat, not strength

-katanas, staff and maces damage output is derived from the players magic power not strength

-axes have a huge damage range and don't combo well at all.

-gun and slide rules ignore defense however some mobs have high resist to their type of damage like slimes
 
Might as well go for 3 quickenings while you're at it. It triples your bar =P
 
Fonzy said:
-daggers, bows and ninja swords damage output is derivative of speed stat, not strength

-katanas, staff and maces damage output is derived from the players magic power not strength

According to the FFXII guide, there is information that doesn't completely agree with the above.

Says
-Daggers are based off str and speed
-Katana are str and magick power
-Ninja sword str and speed
-Bows also str and speed

-Poles are based off players str vs enemies magic defense
-Swords,spears, and greatswords are solely based on str vs enemy defense
-Rods while not meant to be good at meleeing with, if one decides to use one for that is based of str vs enemy's defense
-Staves enhance magik power and some staffs enhance certain magicks. They use the player's str/magick if they decide to melee with them

Also something that wasn't added. Axe/hammer damage is affected by str/vit vs enemy defense.
 
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