thzfunnymzn

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Everything posted by thzfunnymzn

  1. Are the subforums a place for build discussion, theorycrafting, & advice AND a place for balance discussion, or is balance discussion still going on in the main topic?
  2. First Playthrough Review! (1.8.5)

    Fair enough. I can agree with your way.
  3. Edited twice. SoooOOoo...I decided to be cute and bring X-Mog into Owzer's Mansion as well. Try out X-Rasp. (Muddle goes without saying - it worked like a charm for 4/6 of the randoms there). Killing things was more efficient than Rasping them. There are two enemies in Owzer's that you can't Muddle, but that you do want to Rasp. For both: Dahling's would move before Rasp struck, so I got Fire 3'd anyways. By the time Rasp hit, Setzer & Cyan just killed them anyways. Nightshade's Starlight is an "Enemy Ability," so it doesn't use MP anyways. #NT$(TUNVNA So...sorry, BTB, Rasp ain't working as a "neuter mages before they strike." Might work if the mages were bulky & hard to take down, so maybe for the Fiends in Kefka's? I'll test it out as a gimmicky way to kill undead later on, but don't hold your breath for anything amazing. Muddle + SleepX should work like a charm when I get it. ************ Also, Tapir is a very disappointing 1/16 animal buddy to get from Dance. Specter re-charges Mog's MP properly - Tapir, the 1/16 step, re-charges ~60 MP to the whole party. Um...thanks? I shouldn't be wishing that Mog had gotten the 7/16 re-charge instead of the 1/16 re-charge. If a party wide MP restore is op, plz just have Tapir do something like "Fully restores Mog's MP" or something else basic. ************ Also, not sure if Rage Rod Gogo is working appropriately. I did the full set-up of Punisher, Hero Ring, Power Glove, Dragon Rage, and was even hitting low p.def foes. Gogo only did 2k damage. Gau, with a similar set-up, vigor stat, and level, was doing nearly 3k to foes with normal p.def. Also, Gogo's MP was being drained from the Punisher, like auto-crit is supposed to be. I think something's b0rked. ************ Setzer & Cyan go without saying. Cyan never died and blew things up with 3k Dragons while Mog and Gogo were playing with they're toys. Setzer swept with Blackjack, murdered a demon at 5k a pop with Avenger + Demonsbane, and killed the stupid Dahling's & Nightshades. I'll be fair to Mog - X-Break worked like a charm for Chadarnook as well. Matched Setzer's output, and Chadarnook died right when Mog's MP ran out. Blackjack is freakishly good AoE for the midgame (2k AoE). I think the old Shock was better, but that's about it. In the past, I've had to dance around with X-Fight, Doom / Shoat, Bio for humans, and Cure 2/3 for undead, to get offense out of Setzer. Now? I just spam Blackjack. Dunno if that's a good or bad thing. Then again, just noticed that Setzer's overleveled (26), so meh. ************ Off to the Ancient Castle.
  4. First Playthrough Review! (1.8.5)

    I came back here to chime in that I also agreed with zete that Magic Bone really shouldn't be a "hidden" item. I'll say again that Gau needs proper club progression. Could even tie in the "+7 Magic" with the Blizzard Orb and re-purpose the Magic Bone to being a late-WoB Bone Club. And, whaddya know, zete also revives the idea of an early WoR for Terra and Celes. *cough plz make Falchion a 140 auto-crit sword cough*
  5. First Playthrough Review! (1.8.5)

    I'll echo the sentiment that the Fire & Ice Dragons do feel like "gear checks." S.Cross and Absolute 0 are just too brutal. Also, I'll repeat the sentiment that for some dragons, too many of their attacks are their own elements. So the "gear check" ends up becoming "Do you have the gear? Y? Easy win. N? You die" (I exaggerate, but the issue is there a bit).
  6. Wait, another hint is needed against Phunbaba? Really?
  7. O_o That's.....extremely peculiar. When I first played BNW, I pinned Strago as the person who used X-Magic for status setting. I had in mind Shell & Osmose. I pinned Locke as the X-Magic Healer and Mog as the X-Magic attacker (Quake). One attacker, one healer, one status-setter. I thought it was pretty cool design. Funny how that turned out. This is also peculiar because now I'm really wondering why you've been so adamant for so many versions (since 1.5?) about not letting Mog have status buffing Magic. Mog does have SlowX, SleepX, Muddle, Imp, and Bio, so, yeah, he's got a lot of debuffs. But...SlowX, SleepX, Muddle, and Bio are all ready AoE. Also, there's very limited use to setting debuffs multiple times in one fight - one debuff is enough to cripple a random (unless you're thinking SleepX + Muddle lategame shenanigans); for bosses, what few debuffs work (Slow) stick once they hit. Meanwhile, pairing X-Haste with X-Break gives a pretty nifty reason to use Sage Stone for setting buffs. X-Mog would open boss fights with Slow & Haste before getting to work attacking - Slow, Bio, and Haste for dragon fights, which starts to look more like what you intended for X-Status Setter. I mean, I guess we could wait all the way until 2.0 (10 years from now) to expand boss scripts to make status setting X-Magic more useful. You still run into the trouble of all of Mog's debuffs all ready being AoE, and the other trouble of debuffs only needing to stick once. Maybe you could have Drain set Sap? It's a buff to Ocean Claws, yeah, but then Mog can at least open with Sap (Drain) + Slow (+ Bio). ************ You know what BTB? Just for you, I'll pay attention to X-Mog as a status setter come the late WoR. On top of paying attention to X-Quake and Merton w/ Flameguards x4.
  8. While it is somewhat selfish for me to re-post this idea, there's been some support in the chat room for posting this idea on the main forum. (Mostly discussion from last night and this morning >_>). Also, though a little selfish, it seems like most of the time when this idea is revived, it receives mostly positive support. It is only because of this perception (positive reinforcement from the community) that I feel bold enough to re-post this idea myself. If I'm wrong, I apologize for my arrogance. ************ The idea at its core, according to flavor: Change Fire Dance & Air Blade to be stamina-based attacks, just like Aurabolt. All of Sabin's elemental Blitzes would now be stamina-based. (He's the Avatar now). So it'd be support Sabin's counterpart to attack Sabin's elemental claws. Also, Sabin's magic stat is the lowest in the game, but his stamina stat is tied with Strago's for highest. This change means all his Blitzes run off of one of his two builds (attack or support), instead of a useless stat. The idea at its core, according to balance: Air Blade (Sonic Boom) is utterly useless by endgame - it runs off of Sabin's worst stat and has low BPow to boot. It's a wretched combination, with pitiful results such as "1000 damage to all enemies in Kefka's Tower, but oh, that guy is immune to Wind, whoops." OTOH, stam Sabin's Aurabolt really falls off by the lategame. It has 24 defense-ignoring BPow - that's a tier-2 spell; the Nirvana Band can only boost it be so much. (Did I mention that Chakra & Mantra aren't boosted by Nirvana Band? So, is Aurabolt even receiving the Nirvana boost by endgame?) Support Sabin is all about that Chakra / Mantra spam, but even support dudes have off turns where they'll wanna pitch in with damage. So, it's a match made in heaven - Air Blade becomes useful, and stam Sabin gets some extra oomph. ************ To avoid being op, Fire Dance would need its spell power nerfed, and Air Blade would need split loss. To give some idea, the current numbers for Fire Dance & Air Blade are: Fire Dance - 48 BPow, 24 Magic, Level 15 - 283 damage, all enemies Fire Dance - 48 BPow, 43 Magic, Level 15 - 448 damage, all enemies Fire Dance - 48 BPow, 24 Magic, Level 20 - 353 damage, all enemies Fire Dance - 48 BPow, 43 Magic, Level 20 - 572 damage, all enemies Aurabolt - 24 BPow, Defense-Ignoring, 80 Stamina, Level 20 - 1216 damage Aurabolt - 24 BPow, Defense-Ignoring, 90 Stamina, Level 30, Nirvana Band - 2487 damage Without Nirvana Band - 1989 damage Air Blade - 36 BPow, Defense-Ignoring, 24 Magic, Level 30 - 895 (lol) damage, all enemies Air Blade - 36 BPow, Defense-Ignoring, 41 Magic, Level 30, Nirvana Band - 1791 damage, all enemies First things first, Air Blade is the important change here. Let's look at it. Air Blade (stamina) - 36 BPow, Defense-Ignoring, Split Loss, Level 30, 42 Stamina - Vigor Sabin - 1465 damage Air Blade (stamina) - 36 BPow, Defense-Ignoring, Split Loss, Level 30, 90 Stamina, Nirvana Band - 3729 damage Without Nirvana Band - 2984 damage So, 3k - 3.7k damage, vs Aurabolt's 2k - 2.5k damage. It is AoE, so that's a thing. vig Sabin still doesn't get much out of it, even as an AoE, but stam Sabin suddenly has a pretty good looking AoE for Kefka's Tower. It's no Ultima, but it ain't bad. Still, if a strong AoE is undesirable for Sabin, it can always be given split loss. stam Sabin would get 1.5k - 1.8k AoE damage out of it. (vig Sabin would be back to getting 700 AoE damage - plz don't use). If split loss is desirable but we also want Sabin to use Air Blade's AoE functionality to decent effect, having Sabin learn Air Blade a few levels earlier is an option. (Say, level 27?). 1.5k - 1.8k AoE might look a little bit better in Hidon's Cave or Ancient Castle then it does in Kefka's Tower. Personally, I don't think the split loss is necessary. Next up, Fire Dance. Fire Dance (stamina) - 24 BPow, 48 Stamina, Level 15 - 246 damage, all foes Fire Dance (stamina) - 24 BPow, 73 Stamina, Level 15 - 354 damage, all foes Fire Dance (stamina) - 12 BPow, Defense-Ignoring, 48 Stamina, Level 15 - 299 damage, all foes Fire Dance (stamina) - 12 BPow, Defense-Ignoring, 73 Stamina, Level 15 - 431 damage, all foes Fire Dance (stamina) - 24 BPow, 50 Stamina, Level 20 - 327 damage, all foes Fire Dance (stamina) - 24 BPow, 83 Stamina, Level 20 - 518 damage, all foes Fire Dance (stamina) - 12 BPow, Defense-Ignoring, 50 Stamina, Level 20 - 398 damage, all foes Fire Dance (stamina) - 12 BPow, Defense-Ignoring, 83 Stamina, Level 20 - 630 damage, all foes 12 defense-ignoring spell power included because then Sabin's elemental blitzes form a cute progression of 12 -> 24 -> 36 spell powers, all defense-ignoring. Fire Dance's spell power can be tweaked to whatever - there was nothing special about the spell powers that I chose. They just "felt" good. What is noticeable is that, with these stamina-based spell powers, the "lowest damage" and "highest damage" set-ups tend to be similar. vig Sabin with no magic equips (magical Fire Dance) or moderate stamina equips (stamina Fire Dance) do about similar damage with Fire Dance. Meanwhile, Sabin with pure magic equip (magical Fire Dance) and stam Sabin (stamina Fire Dance) are doing about the same damage. IOW, the spell powers insure Fire Dance doesn't get any weaker or stronger than before. It mostly means that, instead of being cute and equipping Sabin with Stat Hat and Cotton Robe to leverage Fire Dance's power, you just play stamina Sabin to leverage Fire Dance's power. ************ Discuss. Oh, and I demand fan art of Avatar Sabin in BNW now. Aang can go eat his heart out.
  9. Umm ... I never used the Blizzard Orb in Mt. Zozo. Gau was smashing things up with Dragon & Defender - spd Defender Gau was a great healer for the Wind Dragon fight. Thanks for the compliment on WoR Rages though. ^ _ ^ I should still have my old notes on what dungeons Rages can be put in - paying attention to which dungeons can have the Rages put into only the very last rooms, or which dungeons have palette swaps of existing Rages. ******* I did use Sage Stone for Mog in Mt. Zozo. I....I guess for the randoms you could classify it as a veteran move. Maybe, sorta, if you stand on your head, do a little jig, and/or are really concerned about the Colossus random encounter? 8k to Colossus and 3.6k AoE to Scrappers & Punishers is pretty awesome. Problem is that, Colossus aside, the Mt. Zozo randoms are a piece of trash trash. So, the extra damage & reliability over Water Rondo is meaningless. For the Wind Dragon, a better non-boltrod veteran strat would've been Punisher with a Black Belt. As I said, I was mostly being cute, and giving the new Love Sonata a test run. Early X-Mog, sadly, is just not worth it. (I will also point out that single casting Mog's Magic is especially mediocre, except for setting Poison or Slow. I imagine these two issues are related). I mean, sure, I could give X-Break a whirl in Owzer's Mansion if we really, absolutely, positively need proof that X-Mog struggles early on. But I think we both know the answer to that. I did want to use X-Quake in Owzer's Mansion. Muscle right through those stupid forced pincer strikes. But I wasn't about to do two later WoR dungeons just for that. Mostly, I'm a huge X-Mog fan. It's a mediocre to average set-up, but I want to use it, blast it. mag Mog should be the game's premier Wind / Earth nuke, not some weird all-elementalist with pretty wands & girly dances, blast it.
  10. Cool, cool. ******* Been using spd Gau with the new "Starting ATB" patch. It's a very noticeable difference - Gau starts pretty much every fight with a full ATB Gauge. Don't think I have enough speed yet to tell how well the "Speed Nerf" patch is working. That, and Gau's very powerful at the beginning of the WoR thanks to the new weapons & rages - I'll know more about the new speed balance later. ******* Finished Gogo's Cavern & Mt. Zozo. Actually paid attention to the strengths & weaknesses of the randoms, like I just now did for the Narshe Caves. Makes it much easier when you use appropriate status effects & weapon equips. Mt. Zozo, I decided to be cute and have Mog mostly use X-Bio, even for the Wind Dragon fight because I so didn't forget to properly prepare my characters for a more intense, weakness sniping fight, what talk you?. Not bad. Helps that Colossus, Punisher, & Scrapper are all Poison weak. Also wasn't bad for the Wind Dragon fight. (2k vs. Bolt Rod's average of 3k, though Rod procs hate me and never proc). Only needed one Love Sonata during the fight to re-charge MP; so far, Love Sonata seems to be doing its job of re-charging MP. Desert Aria is still a piece of trash, and I don't understand why people like it. - _ - Terrible Image setter. Couldn't use Morph Wing Edge strats. My full-on glass cannon build for vig Terra (10 Bismark) worked for the WoB - even for Atma - but it's starting to bite me in the butt now. Terra needed babying with heals, Rerise, Shell, and no Morph in order to survive the fight. Otherwise, dual Wing Edge is pretty decent filler for randoms - she's frail, but on average, she's a little stronger than Bum Rush, even without Hyper Wrist or Floating foes. Had to raid Phoenix Cave & Ancient Castle (+ Colosseum trade) to get both of 'em though, so a bit of an obscure filler weapon. ******* After Owzer's, it's time for an early Ancient Castle. Then, stam Strago. ^ _ ^
  11. BTB, there is an error with Rage. Tumbleweed is supposed to be Harvester / !Special, according to the Printme. But, in the actual 1.8.5, it's !Special / Tumbleweed. Just looked in FF3usME, and confirmed with how often Gau is using "Sap" with Tumbleweed.
  12. The way to gate Rages would be to put the applicable formations at the end of a WoR dungeon (if possible). Yes, it's still technically possible for a player to raid the dungeon for early Rages just like they would any other treasure. But, such behavior is heavily discouraged. For example, if the player has to hike all the way to the Water Dragon's room just to pick up, oh say, the Io Rage (Weapon and Io are palette swaps, so changing Io Rage to Weapon is feasible), then it's heavily unlikely that the player will be grabbing the Io Rage without also completing the whole of Ancient Castle. I looked at the game's mapping when I thought of this idea some time ago (and also brainstormed where each Rage would go - iow, such a change is feasible, even if my ideas for re-locations aren't the best). IIRC, for many of the WoR dungeons, it is possible to put the applicable Rage only in the last part of the dungeon. Heck, even just spreading the Rages out too many different dungeons is a form of gating Rages. It also means that Gau plays different based off what dungeon order the player does - which is kinda the point, as several other characters must also play differently if they aren't getting to do their own dungeons first. Of course, the "better" Rages would end up in the "later" WoR dungeons. (Might as well use this opportunity to say: make Hidon a Rage. >_>). Nowea, I know Gau all ready has a spike in power in the WoR by returning to the Veldt. I've done it all of my 20+ times playing this game. I'm advocating re-locating Gau's Rages to undo that sudden spike in power. Because the spike is too large, and because, unlike most other characters, it means Gau suddenly has all of his "best" Rages quite early, which doesn't seem desirable from a design perspective.
  13. I'd honestly like it if, in general, WoR enemies gave high sp. By that point, the player has most of their spells. Also, Celes & Sabin solo means they're going to gain high levels if you don't turn Exp Off. (Of course, if you turn Exp Off, then Celes doesn't have Ice 3 and Sabin doesn't have Chakra, so mag Celes and stam/hyb Sabin are limited. Not that, you know, that's what's currently going on with my file or anything. No sirree, not at all). So there's not much of a downside, but there's certainly some benefit. That, and the selfish reason of wanting to maximize a build without gaining super high levels. I'd like to hit EL 25 by endgame without grinding so that I feel like my characters have finally fully matured just as they prepare to take on Kefka. Adds another layer to the story / theme, feels good, and ties in with how Brave New World, at its core, is about making each character a unique flower. The IMF is honestly fine with Leap Anywhere methinks. It mostly gives Gau an early Acid Rain & healing rages. But, yeah, Leap Anywhere allows for a re-evaluation of the logic of where Rages are located / earned. Mostly, I'm wanting Gau to have more smooth growth, instead of that sudden spike at the beginning of the WoR. Well, then, Phunbaba got pwned. Morph Fire 3, speedy Revenant, and Bum Rush. Stupid fool didn't stand a chance. Celes just sat around casting Mute and Cure 2. ******* Well, looks like I'm going Ancient Castle early to play around with stam Strago. Ain't no way I'm sitting around the whole WoR just to try this guy out. That, and I've identified several areas where I think "support Strago with overkill stamina" could prove useful. Also gonna steal lots of Multiguards for once so that I can get on with spamming Merton. Was gonna do the same for X-Quake Mog, but as it turns out, aside from maybe the Cave to the Veldt and Owzer's Mansion, there's just no use for grabbing Quake early. Sadness. : ' (
  14. Umm, Phunbaba failed to Hurricane away two people. Edgar had all ready landed, so I saw no reason for this behavior. Is this bug all ready known? Also, why is Shoat's summon attack called "Hurricane"? Wasn't it called "Demon Eye" or something like that? Isn't "Hurricane" the name of Phunbaba's attack? ******* Leap Anywhere is so good. Getting Gau's WoR Rages was so much quicker. Just drag Gau around for the WoR Errands and you'll quickly & easily snag 'em all. Even got Phoenix Cave & Mt. Zozo Rages, though I only looted the Wing Edge. The Harpy & Trolls went berserk when they saw me and pwned me with crazy Cyclonic, Red Talon, and Lulz spam. Died twice just trying to get that stupid Rage. Yeesh. Dragon + a Bone weapon + Fenrir ELs is a huge spike in power for Gau, kinda like Bum Rush is for Sabin. My characters were doing ~1500-2000 beforehand, excluding weaknesses. Now, I've got two juggernauts who push 3k with each attack. Yeesh. Does make me wonder if maybe the location of Gau's Rages should be modified if Leap Anywhere is going to become official. Having Gau's remaining Rages all come right at the beginning means that Gau all ready has his "best" Rages. So he has no more room to grow as a character & the lesser WoR Rages are immediately filed away as "filler or niche." Combined with the sudden BPow jump from Bones, magic damage jump from Magic Bone & Blizzard Orb, and raw speed from Fenrir, it also means Gau sees a humongous spike in power right here. ******* Oh, and Setzer's Blackjack spam has definitely been the backbone of my AoE offense. Was hoping to play around with a stronger Dice and X-Fight, but looks like it ain't happenin' anytime soon. Oh well. Celes is still a healer that relies on elemental control for damage (haven't hit lvl.24 for Ice 3 yet), though there's thankfully enough weaknesses to go around. Would snipe Holy Dragon early for Merton shenanigans, but until I get full Fire resistance, there's no point. Also remember why I hate the Fanatic's Tower. Don't have Reflect Rings & high mg.def? Die first turn from tier-3's & Flare spam. The randoms here are harder than the Magimaster. Frustrating, because if I don't grind here, I'm going to reach Kefka's Tower with an EL of, what, ~18? Whereas if I grind at the Fanatics', I can get nice & high ELs without gaining too many levels. Le sigh.
  15. Final Dungeon Setups?

    Team 1: Fights Guardian and Kaiser. Cannot fight Myria. Team 2: Fights Bolt Dragon and Atma. Cannot fight Asura. Team 3: Fights Poison Dragon and Inferno. Cannot fight Isis.
  16. Final Dungeon Setups?

    Team 1: "Hmm, this team is gonna fight Kaiser and Isis. I'll put Terra on & kill the other two dragons first just so I can have some fun with Ultima vs. Randoms. Also, a few other mages for elemental control against Kaiser, and to ignore Isis' stupid Love Token." Team 2: "Fire protection, Wind protection, high physical damage, Image, Regen, yup, I'm all set for Myria. Wait, cripes, I got to kill Atma to and this team isn't optimal for Atma. Stupid, stupid. I'll just muscle my way through with Item spam." Team 3: "Eh, this team looks good." No great strategy on my end for Kefka's. If I'm feeling cute, I'll bring a Mog + Umaro combo to Team 3 for Asura.
  17. Final Fantasy 5: the brainstorming

    Sounds good.
  18. Final Fantasy 5: the brainstorming

    Sounds like both abilities need a bit of a revamp. Modified percentages & elements for Animal, different spells in a given area for Gaia. Though I don't know if that's feasible, given the code. And, like I said, probably best to get the base idea done first. BTW, do all 4 characters still have forced "Fight" and "Item", or are one or both of those now freely changeable with other commands?
  19. Final Fantasy 5: the brainstorming

    My initial guess was maybe 11 - 13 classes. Maybe missing one of the classes with their "primary" stat," maybe not even the same number of classes for each character (small variation). Mind you, I'm not saying my way is better - I'm making a guess here. And, yeah, everyone needs a healthy selection from the Wind Crystal. For !Gaia and !Animal, are you not able to shake up those abilities with different elements, buff/debuff moves, etc? Then again, I'm guessing for the beta release, you don't want to shake the abilities up to much, lest it become overwhelming.
  20. Final Fantasy 5: the brainstorming

    Consider me officially intrigued by this hack. Love the limited class selection & class-based level ups. Not sure what I think about a whooping 15 out of 22 classes being available for each character. Having 2/3 of the available classes still seems like an awful lot. Might be my subjective opinion though.
  21. Tweak: Leap Anywhere

    Me likey anything that reduces Rage farming.
  22. Respec

    Ultros, Colosseum, WoR. Costs money. 25k first visit, 100k everytime thereafter. New thing added into BNW.
  23. So, looking at it, it looks like Terra's the only character who has two distinct builds for the FC. She can either play glass cannon attacker (vig with Morph), or bulky healer with wind magic (mag/stam). Everyone else either doesn't have the espers yet for different builds, their builds play exactly the same until the mid-WoR, or one build is significantly better than the other. Locke: Without Phoenix, the only build in town is Kirin + Ramuh, with either "dual-wield either ele swords & boomerangs, conserve your healing MP" or "healing shiv + shield". Edgar: vig & mag play the same. mag has good attacks with Ele Sword Jumping but no Defib / Battery, vig Edgar still has blasters for randoms & good magics, same armor, similar HP, etc. Sabin: stam Sabin lacks Chakra, and consensus on Mantra is that's it's not that great. Celes: vig Celes doesn't really do anything that mag Celes can't all ready do. Unlike the glass cannon esper and the treasure hunter, mag Celes all ready has Bolt & Ice, with the MP to use her spells and pure magic espers for magic growth. Cyan: stam Cyan is better right now. vig Cyan doesn't really offer anything interesting. Everyone Else: lol EDIT: Edited for clarity. I'm talking about build distinction on the Floating Continent, not necessarily build viability
  24. Finished WoB. First time I've played Locke, Celes, and vig Terra team on Floating Continent. Warming up to vig Terra. Morph wrecked face. Ultros, Chupon, and Atma never knew what him 'em. Poor Atma thought it'd be a good idea to Berserk Terra. > : ) Also warming up more to dual-wielding - Elec Sword + Rising Sun combo for Locke & Terra worked quite well for most randoms on the Floating Continent. Kirin on Locke helps with dual-wielding. With Ramuh, I've kept Locke on Shiv duty b/c he's too frail with dual-wielding, but lacks damage with sword + shield. Kirin Locke's lack of vigor was noticeable against Atma, but he's still being awesome (1000 HP - he's like Cyan). Locke's best WoB build is probably lots of Kirin with some Ramuh. Celes & Shadow are still Celes & Shadow. Little to say about Sealed Cave thru Thamasa. Brought Locke into the Cave for the first time in my life - Flametongue + Demonsbane kicked butt. Also tried learning the enemies on Mt. Thamasa for once in my life. Oh, and broke Ultros' script with Locke's Elec Sword yet again. Much as I hate Ultros III, that script should really be fixed. The "Start of Battle ATB" speed patch seems to be working. Didn't really pay attention, but Locke & Shadow seemed to move first most often on the FC, while Terra tended to move last. I'm going to run pure speed on Gau and Shadow in the WoR. That should give some good feedback on how well the speed patches work. Whelp, early WoR is next. Have no idea what order I'll do things in the WoR either - probably an early Ancient Castle to play stam Strago & Omega Locke early.