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Mog: Mascot with Attitude, Kupo!

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Posted (edited)

Mog
Mascot with Attitude, Kupo!

BASE STATS

Vigor: 30 / Magic: 36 Speed: 36 / Stamina: 30

HP: 120 / MP: 0   BatPwr: 24 / Def: 36 / M.Def: 36 / Blk%: 18 / M.Blk%: 18


EQUIPMENT

Weapons: Spears, Rods, Maces, Thrown Weapons
---
Shield: 
Heavy Shields, Light Shields, Elemental Guards
Head: Helmets, Crowns, Hats
Body: Heavy Armor, Medium Armor, Light Armor, Parkas, Robes, Vests

 

SKILLS (Dance)

Wind Song (plains) - focuses on healing (Stamina) and multi-target wind damage (Magic)
Desert Aria (desert)  - focuses on evasion with multi-target earth/wind damage (Magic) and some healing (Stamina)
Forest Suite (forest) - focuses on status healing (Stamina) with assorted damage (Magic)
Earth Blues (mountains) - focuses on single-target Earth damage (Magic) and Healing (Stamina)
Dusk Requiem (caves) - focuses on fractional damage and instant death
Love Sonata (town/factory) - focuses on restoring Mog's HP/MP with assorted damage (Magic)
Water Rondo (river/underwater) - focuses on entirely on direct damage (Magic), mostly water and bolt/poison
Snowman Jazz (snow) - focuses on heavy ice damage (Magic) with some evasion
(Note: the "home" dance of the current terrain will always succeed; success of non-native dances is determined by Stamina)

---
Jump  (replaces Fight) -  Fight (Vigor) + 100% damage (spears) or 50% (other weapons); ignores row
---
X-Magic (replaces Magic) - cast two spells instead of one


ESPERS

Maduin - Magic+1/Stamina+1  ---  24 MP: defense-ignoring wind damage (Magic) on all foes
Shoat - Magic+2  ---------------------  36 MP: sets Stone on all foes
Palidor - Vigor+1/Speed+1  -----  24 MP: party attacks with Jump (Vigor)
Terrato - HP+60  -------------------  64 MP: earth damage to all does (Magic)


SPELLS

Poison - Magic
Bio - Magic
Break - Magic
Quake - Magic
Doom
Drain
 - Magic
---
Rasp
- Magic
Muddle
SleepX

SlowX
Haste
Float

Edited by BTB
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Posted (edited)

Mog

The Mascot that has Nothing to do with the Main Story, Kupo.

Strengths

  • Good Weapon Selection
  • Tanky; Good HP esper, heavy armor, unique Muffler
  • Speed esper, Unique +7 spd relic
  • Very good AoE & status control
  • Diverse elemental control
  • Potentially a tertiary healer, has Harvester
  • Has a solid buff
  • Shoat & Dusk Requiem

Weaknesses

  • Dance is random, untargetable, & subject to stumbling; Can be very unreliable
  • Rods (elemental control) are streaky
  • Only one reliable buff
  • Neutral magic damage is difficult to use
  • Healing is random
  • HP esper & Muffler come late
  • AoE damage is subject to randomness (dance) or troublesome (quake)

Mog is a mixed bag. Part of his toolkit is quite similar to the Figaro Bros. (Jump; speed; bulk; debuffs/AoE), part of his toolkit is similar to Gau (random; lots of AoEs, elementals, & debuffs; high base evade with Harvester & Haste). The result is bulky fighter / tank with a lot of random clearing options and a few party buffs; quite similar conceptually to Cyan, actually.

Builds

THE GUIDE FOR MAGIC MOG WRITTEN BELOW WAS WRITTEN FOR 1.8. A FEW IMPORTANT CHANGES HAVE BEEN MADE FOR 1.9, BUT THEY HAVE YET TO BE TESTED. SAID GUIDE WILL BE UPDATED ONCE TESTING IS COMPLETE.

Magic

The complex-but-meh build, with magic, HP, and maybe stamina. Despite the seeming size of his toolkit, most of it is redundant, focusing on random elemental control & AoE. His only other tools are Earth Blues and/or Forest Suite, which turns Mog into a decent rock on which to build the party. If you aren't interested in making Mog into that rock, I'd recommend Mogoon instead, as elemental sniping / AoE isn't exactly something Mogoon can't do anyways.

Don't use X-Magic. I mean, it's not bad. X-Break is perfectly good damage, and Love Sonata does have decent odds of restoring his MP. But the whole set-up is mediocre in comparison to what the rest of the cast can do.

Mogoon

The easy-to-use but very effective build, with lots of vig/spd and late-game HP. Unusable for the WoB, but a strong bulky fighter throughout the WoR. Despite lacking magic for Dance or Rods, Mogoon still has solid crowd control with his statuses or Shoat. Raw speed also allows him to be a utility healer with Wind Song, Forest Suite, or Item, though don't rely on Song/Suite after a big AoE attack. Be forewarned, the full Jump set-up does have very restrictive gear requirements.

Ideally, you'll actually use Punisher and/or Kusarigama in the mid-WoR, switching to spears after earning one of Longinus or Gungnir from dragon-killing.

Misc

  • Moogle Charm has very special effects for both builds. Though a mag Mog dancing Blues/Suite can probably ignore it.
Edited by thzfunnymzn
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Posted (edited)

Mog's getting Haste in 1.9. This is awesome. It looks like a great new tool for X-Mog. (SlowX & Haste for setting up for a battle, X-Haste acting almost like HasteX, and then commence the X-Break beatdown with Love Sonata for restoring MP. Use Quake for the few times it's useful). Also, the Counter/Cover changes look like they could be quite nifty for a Rod Maduin Mog. (Perhaps even paired with a Dance like Earth Blues or Forest Suite, possibly without even bothering with the Moogle Charm).

Unfortunately, I've committed to playing Mogoon next game. I've done mag Mog the past two games now, and desire to play vig Mog again. Also, I'm only one guy with one opinion.

Requesting someone please play X-Mog in 1.9 and give some feedback onto how well he performs, now that he has some utility to call his own. Also looking for a second opinion on the new Love Sonata of 1.8.6 (Specter is 1st instead of 2nd, so better odds of MP restoration).

Also requesting someone try out Maduin Rod Mog with counter/cover. With or without Dancing thrown in being up to the player to decide.

Much appreciated.

Edited by thzfunnymzn
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Moogle charm makes mog almost usable without save states.

With save states? He's MVP healer. I "gave up" on trying just cross my fingers.

Without save states, just dragoon him like edgar with a bit more HP.

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You can still use Forest Suite & Earth Blues as solid healing / magical damage dances. He won't be the best healer, but it's free, it takes pressure of your main healer, and you have your choice of either a really powerful attack (Earth Blues) or an added Remedy effect (Forest Suite). Just stop trying to use him as a solo / primary healer.

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Posted (edited)

I don't know if it'll help much since I play through slower, but I'm committing myself to playing some version of grounded Mog. I want to try him out with Umaro doing bodyguard duty and/or throwing Mog, maybe with Edgar Jumping for maximum throwing. Probably X-Mog, that seems interesting to me. 

Edited by artemi
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artemi, if this is about getting information on 1.9 Mog: I also play slow, so I'm willing to wait to hear on your feedback.

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I'm now in WoR Maranda to recruit Cyan, so I want to talk about my experience with Mog in WoB, to be more specific, in Floating Continent

 

I used a 5 Maduin / 5 Shoat Build with Element rods / Gold Shield / Magus Hat / Gold Armor and Stat Stick/Amulet as accesories, and it made a great work there. During the approaching to Floating Continent Mog made a good work dealing with random encounters using Water Rondo. Against Ultros it sticked with Thunder Rod procs dealing a good amount of damage. Against IAF I returned again to use Water Rondo, dealing a great amount of damage to this boss. The Floating Continent was a bit hard but Mog helped against enemies not called Gargoyle (too much magic bulk to be useful) and Behemoth (water resist) with Water Rondo, otherwise, I used Wind Song when I really needed healing.

 

Against Atma is where Mog shined the most. Black Belt / Amulet protected me against the most dangerous things Atma offered, and Ice 2 procs made around 3700-4000 of damage, sometimes even being able to deal twice more damage due to Black Belt counters. It was surprinsingly consistent despite the randomness Ice 2 procs give.

 

In previous version I tried X-Magic Mog against Magimaster and heck, it was really useful, making around 16000-20000 of damage when it was weak to Earth, Poison and Wind. I'll try it again in this version to see the results (This is why I like Esper resetting so much)

 

Mog can be a bit random, but it is certainly useful

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Mog's mid-game magic and his options for hitting elemental weaknesses are all solid. The elemental rods especially are ridiculously powerful. Pretty sure he can slam any elemental weakness in the game. Past the mid-game and without an elemental weakness, however, I've found that he's best just going on auto-pilot with Earth Blues or Forest Suite.

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On 10/10/2017 at 10:32 PM, thzfunnymzn said:

Mog's mid-game magic and his options for hitting elemental weaknesses are all solid. The elemental rods especially are ridiculously powerful. Pretty sure he can slam any elemental weakness in the game. Past the mid-game and without an elemental weakness, however, I've found that he's best just going on auto-pilot with Earth Blues or Forest Suite.

Better than Dragooning?

Edited by pogeymanz
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28 minutes ago, pogeymanz said:

Better than Dragooning?

Oops. Should've clarified: IMO, WoR mag Mog is best going on auto-pilot with Earth Blues or Forest Suite, unless he's got an elemental weakness to slam. Some people like giving mag Mog Punisher in the WoR instead. X-Magic is the third option for mag Mog, but it's mediocre - average in 1.8.6 and earlier.

Mogoon is strictly superior to Punisher mag Mog, unless the latter is building Maduin for Cover/Counter fishing. Mogoon vs. auto-pilot Mog is comparing apples to oranges, though I think? that Mogoon is generally regarded as the better of the two?

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I figured that's what you meant- just wanted to make sure. He's a pretty bad-ass Dragoon...

It seems like most people around here only think that Locke is worth having X-Magic on. I'm surprised, since I'd think that X-Magic would be considered pretty damn OP, even with a non-ideal selection of magic.

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Locke's got a streamlined & powerful selection of magic. He can also grow his MP stat, even if it is slowly. He is the game's best healer. Also the most powerful fire elementalist, though his magical damage without weaknesses is rather limited. His magic stat is modest, sure, but the awesome power of his magic selection more than makes up for that.

Mog, otoh, has a limited magic selection, mostly consisting of (highly) niche moves (Drain, Bio, Quake, status control). Despite his top tier magic stat, he cannot grow his MP. While you can support an X-Break Mog (now with Haste) with Battery/Chakra/Ethers, Mog has a huge alternative selection of magical damage in his Rods & Dances. Much of that alternative selection can serve the same exact purpose as X-Magic, except without any of the downsides. Punisher, Water Rondo, Snowman Jazz, Dusk Requiem, etc.

Strago, outside of an Ice or Poison weakness, has little reason to equip the Sage Stone. Strago's utility, non-elemental damage, and even some of his elemental damage options are all found in Lore, Summon (Zoneseek), or Rods. What's more is that Strago can hit an Ice or Poison weakness with Rods anyways (Ice Rod and Punisher), which has some real advantages over X-Magic (less MP, counterattack possibility, freed up relic slot). X-Magic Strago doesn't have Mog's downsides, but there's just little he can do that another Strago set-up can't do better.

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It sounds like even with Haste, you don't seem to think X-Mog will be very viable. I just think it's a shame that 2/3 of the people who can equip this super-cool item don't even care about it.

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Really with X-Magic on pretty much anyone else it's going to either be completely broken or useless. X-Magic is hard to balance around without making it required.

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I don't think he was asking for X-Magic to be on anyone else. More just voicing the complaint that only 1/3 of X-Magic users actually gain significant, build-defining benefit from it.

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2 hours ago, thzfunnymzn said:

I don't think he was asking for X-Magic to be on anyone else. More just voicing the complaint that only 1/3 of X-Magic users actually gain significant, build-defining benefit from it.

Definitely. But it... doesn't need to be build defining. Because the other 2 have other things to be doing. X-Magic still enables a few more things for the 2 without forcing the relic to be on them. I think that's actually a good place. "Mandatory for 1 build, supplemental for the others"

Even if you don't think it's that great, X-Ice or X-Shell or mixing spells up has its uses. (X-X-zone? Osmose+X-Zone for random clearing?)

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It's supplemental for Strago, sure, but pointless for Mog. (Tbf, haven't played 1.9 yet. Otoh, mogoon can use haste too). Aesthetically, its disappointing that such a relic is reduced to being mostly supplemental or not even that, with its major build being mostly a healer. Doesn't help that the relic doesn't even give good stat boosts (low stat boosts suggests to the player that its effect is powerful, but except for Locke, its not really).

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