thzfunnymzn

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Posts posted by thzfunnymzn


  1. 1 hour ago, BTB said:

    Making Rune Edge early WoR is actually a pretty good idea. It's not like it sees much sue where it's at right now, anyhow. I'll put that in the "1.8.7" pile along with a Blackjack nerf.

    W00T!!

    1 hour ago, BTB said:

    An earlier Mantra is a tougher sell... I agree it would be nice to have a healer other than Celes for Zozo, but healing is really the only thing she's bringing to the table there, anyway. Frankly, I'd be more keen on swapping Mantra and Aurabolt and maybe giving Aurabolt a little boost. If needed.

    I'm really not impressed with Celes as a healer in Zozo. Mostly because of the Dadaluma fight & Dried Meats for OoB healing. Runic is useless in that fight, NoiseBlaster takes care of the Fighters quite nicely so there's not critical need for AoE healing, and Cure isn't the best answer to Jump, Elbow Drop, or Spoon. A Conjurer Rage + Healing Shiv combo is far better suited for Dadaluma than Celes. Also, again, I'd rather spend money on a Dried Meat stockpile for OoB healing, rather than Tinctures for Celes.

    If you want Celes to have something besides healing for Zozo & IMF, the things you need are Poison (Zozo) and defense-ignoring (IMF). Poison is possible via her natural magic - axe Ice 2, maybe exchange Alexander's Demi for Remedy (Alex all ready teaches Quartr). As for defense-ignoring, I say the flails: undead killing flails are hugely redundant with Flametongue & Cure 2 anyways. It'd give vig Celes some immediate use. Also, Celes would have to choose between attack power (flails) or Runic guard (swords), so it's not a straight buff, it'd be more about opening up options. Which is something vig Celes might appreciate even in the FC - unlike Terra, she's all ready got Ice/Bolt access, so this allows vig Celes to play differently from mag Celes in the WoB. (Rune Edge WoR is still great. Thank you!! ^ _ ^ )

    Again, the important thing to remember is that, the more healing resources become available to the player, the less valuable Mantra becomes. After the IMF, it's competing with Go Fish, Terra, and Gau's shiny new Rages. Even Locke's & Edgar's Cure 2 puts up hard competition at this point. Also, you'd only really gain the Sealed Cave & the IAF. Aurabolt is more valuable for the former, so...one boss sequence ain't gonna make-or-break Mantra here.

    Guess another option is for stam Sabin to learn Chakra earlier.


  2. Finished 1.8.6.

    Spoiler

    Kefka's Tower, Team 1

    vig Edgar, mag Setzer, spd Shadow, mag Mog, hereby titled "Team Awesome," b/c of how easy of a time they had. Probably all the bulk (including Lazy Shell on Shadow).

    Tried X-Magic with SleepX & Muddle. Not really keen on it. Maybe with vig Mog: extra starting ATB to get the combo off quickly. IIRC, most fights where it's a good idea to open with statuses, you only need one or the other anyways. Oh well. mag Mog spent most of the randoms tripping Dances, hitting an immunity (Snowman Jazz), or wrecking mechs (Water Rondo), though Shadow did more damage to Guardian. Still, he took hits and did decent damage.

    Guardian cried. Golem + Image + Water Scrolls yo. Water/Bolt Scrolls were doing as much damage as Water Rondo, even discounting Shadow's extra speed (~6 to 7 turns to Mog's 4 to 5).

    I forgot Scan & elementals for Kaiser. My mind blanked when I realized that. Then I just decided to pound him into oblivion with Gungnir Jumps and Daryl's Soul Fixed Dice. Mog threw Items, Shadow played great support with magic, Items, and even getting defends in. Shadow tanked S.Cross. Shadow tanked S.Cross. Shadow tanked a blasted S.Cross from Kaiser of all people.

    ...

    Isis dropped pretty easily too. Just couldn't break through my HP, Image, healing, Rerise, & Item supply. Again, got to Gungnir Jump (no shield) for great damage. Edgar was rocking 1.9k HP at this point with still decent defenses. Shadow did solid damage with Scrolls, even despite Shell. Mog's X-Break proved itself quite useful as well.

    Kefka's Tower, Team 2

    spd Gau, vig Terra, stam Cyan, stam Strago.

    Not as amazing as the previous team, but they still crushed Myria & Bolt Dragon beneath their heel. So, props to 'em for that. (I normally build Team 2 around crushing Myria). Also Cleave'd / X-Zone'd some stupid Ahrimen & Madams before they got me, which was beautiful. Was worried about stam Cyan damage for a minute, but after stacking stamina gear, he pulled through.

    I forgot to Slow Atma, or to even bring status immunities. Oops. Got a Game Over. Quasar/Meteor (forgot which it was) was rather nasty. Went in 2nd time, remembered to Slow him, still forgot status immunities. Sigh. Tumbleweed Gau was MVP here. Terra was least valuable, just b/c I'm mad at how often she missed Slow. (In reality, 8k Morph Ice 3, Icebrand, Slow, & healing were all pretty nice). stam Strago lived through a Flare - Full Power combo that would've dropped mag Strago. Neat, but this fight was really the last fight where stamina on Strago really pulled its weight. Cyan was Cyan.

    Bolt Dragon got owned. Fenrir/Refract guard, mass thunder immunity (or Cyan's resistance), HasteX, and Shell for Cyan. Even pulled Morph Berserk Apocalypse (7k swing) b/c it's not like he could hurt me. Also, like his brother, the dragon used Step Mine on Strago to laugh at this cute stamina. Jerk.

    Myria also got owned. ^ _ ^ Flameguards, Wind immunities/resistances, RegenX, Image. I nearly wiped at one point because I forgot to keep Strago on Refract standby, which resulted in Myria breaking through my defenses. Thankfully, Morph Terra doesn't lose Morph on Zombie, so I got back into the game quickly. 9999 Excalibur and 8k Hurtmore was beautiful offense. Cyan actually played healer / Remedy support.

    Once she has HP, Morph Terra can actually take one physical with some HP to spare. Forgot if it was Bolt Claw of Tyrfing that she survived one of.

    Kefka's Tower, Team 3

    stam Locke, hyb Sabin, mag Celes, spd Relm. Team Chakra/Merton. Chakra mostly played a minor support role while dungeon crawling, though I had the Tincture supply to ignore it. (Oh, and Magic Cube Relm with 700+ MP). Merton was MVP was Asura, and pulled its weight in the final battle. Not the greatest for tier-3 or Kefka, but not bad by any means. Didn't bother with it elsewhere - too much trouble for too little gain, even as an AoE vs. randoms. (Immunities, Ice/Boly/Holy weaknesses to hit, and Locke wanted Omega Valiance).

    All ready forgot, but I think this team was the "in-between" team for how well it handled randoms. Nowhere near as awesome as team 1, but better than team 2.

    stam Locke's MP concerns disappeared once I put on the Sage Stone to manage his MP better. Whelp, I wasn't re-learning this game again as I played 1.8.6, no sirree. Not me. >_> Yeah, I could've taken a few extra Kirin ELs instead of Phoenix. Oh well, whatever, 3 to 5 points of stamina won't make a difference.

    The Figaro Bros. have the beautiful Golem + Stop strats for Inferno. Sabin even has Stormfangs to 7k damage. Forgot the rest of the fight - probably fairly standard stuff.

    Poison Dragon was a chump. Dual Avengers, Fire Claws, Holy, and Berserk. Easily took 8k from three different people. Never stood a chance. Relm was the lowest damage dealer for once.

    Asura's N.Cross opened by freezing Sabin, Celes, and Relm. Lol Merton strats. Thankfully, I had X-Magic Locke.

    Asura got to face the full Merton set-up (except for Royal Jacket Sabin - Sage Stone Locke had to keep him topped off). 7.8k damage per blow, 2k healing to Locke, Celes, and Relm. Was great. Definitely Merton's shining moment. Sabin also got away with far more Bum Rushes than he really should've. Probably b/c Asura was busy keeping Relm locked in a Rerise-loop with Loc-Nar. Stupid Asura. Merton must've fried her brain.

    Final Battle

    BTB, you said you changed the final battle recently. Not sure I'm noticing a difference, unless it's that everything in the final battle is doing a better job trying to kill you with big, scary attacks. Guess they're all basically the same they've always been, just with better attacks or slightly more aggressive? Certainly burned my whole supply of X-Ethers, X-Potions, and the Megalixir (could also be because I brought Gau & Mog to the final battle >_>).

    Took spd Gau, mag Celes, spd Relm, mag Mog. Not sure if Gau & Mog were the correct choices - Gau's uncontrollable vs. scary counterattack Kefka, and Mog burns through Items pretty fast. Then again, this was the final battle, and I chose Mog b/c X-Break was the most damage I could do per blow without creating safety concerns (no shield, Morph, Gau's Dragon). Pretty sure X-Break beats even Daryl's Soul Fixed when you can just burn your whole supply of Ethers.

    Forgot the specifics of each tier. Mostly, lots of crazy AoEs & strong physicals; Gau & Relm kept eating dirt b/c they only had 1.2k HP; constant Rerise & healing spam; Merton being MVP vs first two tiers; Quake failing b/c of Grav Bomb & Gau/Relm eating dirt; Tier-3 nearly killing me with Quasar spam, not dying, and getting me stuck in a heal loop; Kefka being scary; X-Break & Merton being my attacks for Kefka, with X-Break preferred; zombie Mog triggering double Goners; and "The end comes beyond chaos" being scary but never firing its Goner before Kefka dies (though I "felt" like Kefka got more aggressive afterwards - probably not objectively true).

    Oh well, w/e. Game Win, and I got to have fun with new stuff.

    Character Builds

    vig Terra

    I'll eat my humble pie: she was very enjoyable to play. I had fun with dual-wield, all Bismark on the Floating Continent, and she kicked butt with Apocalypse. Unlike vig Celes, she also seems better oriented to taking lots of Phoenix ELs to have a good supply of MP for those fights where "Fight" isn't so effective (Atma, Guardian). Most of my frustrations with her this game are my own fault: trying to get away with no HP ELs in the WoR (wanted all Phoenix, no Unicorn), but still trying to Morph. Oops. Once she got

    Only real major complaint is that there's "no" good weapon for early-WoB. Dual Wing Edge is viable, but it's what Mishrak calls a "veteran" strat, yet doesn't have a "veteran's reward." Requires you to know where to find the Edges, but only makes Terra "passable" early on. So, newbies completely miss out, and veterans won't bother b/c "just rush the Phoenix Cave for Apocalypse." BTB, I urge you to re-consider WT's early-WoR auto-crit sword for Te/Ce. Perhaps just simply swap the Falchion & Rune Edge? Let Falchion be some throwaway WoB weapon, let Rune Edge be the useful early-WoR filler sword for Te/Ce/Lo. (140 BPow is about where it needs to be).

    I've complained that Morph auto-crit suffers too much from diminishing returns, but I did Morph vs. Bolt Dragon / Myria. Then again, I had them pretty well under control anyways. Then again, once Terra's got HP, she can Morph a little more freely. Iunno. It's only a minor boost, but if the team can handle it, why not? (Though being less effective than Morph Omega really shouldn't be a thing. That's more a problem with stam Terra).

    But, hey, she was enjoyable.

    stam Locke

    It's stam Cyan! With less mid-game dominance but better healing & even more HP (Phoenix equip). With Omega, Valiance, some Phoenix ELs, and the Sage Stone, he's basically stam Cyan++ for the endgame. Does miss out on Force Armor though, & shield equip means his damage drops down to Aurabolt's level. Dunno if there's really significant when's he got Phoenix equip, or if I just mishandled him in the late-WoR (didn't equip Sage Stone).

    Definetly a more enjoyable WoB than straight Ramuh/Ifrit Locke. Probably "best" in the WoB to have taken some Ramuh, but meh. Wasn't playing vig Locke.

    Dual-wielding is definitely more of a thing to do when you've got the HP to use it. Kirin Locke & Gungnir Edgar have both made that point this game. (Morph Terra surviving a hit thanks to HP ELs + Hero Ring also reminds me of that point.).

    I'm either really rusty with this game, or have my head in the clouds too much, if it's taken me this long to remember that "get everyone HP to make them awesome."

    vig Edgar

    Dragoon loves his Gungnir & elemental blades. Never even bothered with the Longinus - HP+50% is just too good. Honestly wouldn't be surprised if this is Edgar's & Mog's best weapon equip, except maybe for Longinus Mogoon. Seriously, even without a shield, Edgar was in no danger of dying, did solid damage, had Golem summons as good as Sabin, and had Nirvana Defib/Cure2 in case of emergencies. Was doing 6k Jumps by endgame. Just too good.

    If HP+50% eventually proves itself too abusive, you could always drop it down to HP+37.5% or something. Right now, though, I like the weapon. Dunno if it's 'cause it's op or not though. Maybe some of this was just Edgar being Edgar. Iunno.

    Dragoon is definitely in a better place than he's ever been. Mostly a boss killing strategy, but it's Ele Blades & Gungnir make pretty solid boss killing strats. (Partisan's all right - nothing great, but it does technically do its jobs of out dps'ing Chainsaw vs. mid-WoR bosses. Fire Lance & Trident could perhaps be re-purposed? Ele Blades are basically better. As for early game Dragoon, you'd need to change the Stout Spear into a "2x Damage to Humans" spear for Dadaluma, Number 024, and Kefka).

    Edgar's a boss.

    hyb Sabin

    I like this build. I think I'll stick with this build if I ever want to play with Chakra. Was it ronlyn who played this build first? Thanks for the awesome build.

    Yes, stam Sabin can Bum Rush + Chakra as well. After all, I only ever got, like, 10 vigor from ELs. Could also argue that I should just go full vigor and use the 20-30 Chakra healing from that. But the key difference between these isn't the final stats, but rather, the timing of growth.

    hyb Sabin plays to Sabin's power curve well - going full Golem early on when there's no reason not to, only investing in stamina once there's reason to. So, he's got a solid stack of HP on stam Sabin, plus a little extra oomph from Blitzes & Claws. A little frail in the mid-WoR, but IIRC, every Sabin build is. All Sabin builds need Terrato to patch him up. So, hyb Sabin plays to Sabin's basic power curve very well, despite theoretically suffering from "hybrid" issues.

    stam Sabin...brings nothing. Going early stamina just isn't as rewarding as going early vigor. The back row has been nerfed, so you can't make up for lack of HP with the back row. There's no absurd regen ticks like in the old, old days. Slow/Muddle Suplex + Fire Claws > Aurabolt. Mantra...probably not without Chakra. It's Chakra or bust. stam Sabin needs Terrato too though, so...vig/hyb Sabin basically rule the playground until pretty late into the WoR.

    Maybe you could swap Mantra & Suplex? (Lose the iconic "Suplex the Train" though ; _ ; ). Suplex is learned awfully close to Pummel after all. Mantra might actually be appreciated and loved when it's only competition is Dried Meats, Cure, and the MP intensive Cure 2. Dunno. Would require some number adjustments to Mantra's formula, as well as fiddling with exact learn levels of Mantra & Suplex. Still, it's an actual reason to play stam Sabin early on. (Oh, and stamina-based Air Blade / Fire Dance. The former mostly).

    mag Celes

    The full Merton set-up is really just a way to nuke Asura. It is nifty for Tier's 1 and 2 of the final fight if you're not using Ultima, for whatever reason. Otherwise, not worth it. Also, kinda difficult to build a team for it when half can't / don't want to equip a shield. (Cyan, Shadow, Sabin, Locke, Edgar).

    Anything else I would say has been said before. Healbot Celes with elemental control, wants Tincture / Chakra support mid-WoR for Ice 3, Rerise spam wins fights.

    stam Cyan

    Same old, same old. I love this build. Completely dominates the whole game up until the very final dungeon. Only then does he fall down to more "average." Nirvana Dragon & mass HP win the game. Probably a wee too good midgame honestly, but he's only got one attack, so nerfing him midgame would make him "unviable" for the endgame. Which would further push the power curve abuse of "Play stam Cyan until you clean his soul, then Esper Reset to vig Cyan".

    spd Gau

    stam Gau, what?

    I really should listen to Nakar more. Beautiful glass cannon and a solid healer. For healing, I think the higher turn count wins out over better numbers. Higher numbers are more prone to healing at the wrong time. Plus, Harvester's Remedy effect isn't effected by stamina.

    The "Initial ATB Patch" was definitely noticeable. Him and Shadow almost always went first in combat, against some jerk randoms in Kefka's Tower of the Fanatics' Tower. The "speed nerf" patch is a lot harder to notice. Part of the problem is that I've rarely played spd Gau and never played spd Shadow, so I don't have a proper baseline to compare them too.

    Dunno if spd Gau is still op by endgame. He's certainly a juggernaut for the mid-WoR, so long as you snag the Magic Bone. Hits as hard as Bum Rush, with extra speed, HasteX + Fenrir, and this magical thing called "elemental resistances." Then you throw on elemental / AoE control & Tumbleweed. Yeesh.

    Compared to stam Gau, yeah, spd Gau wins. I have a soft spot for stam Gau, and I don't like benching Gau 'til the WoR. But spd Gau flat wins. He's the better fighter, wizard, and healer, and honestly, building stamina for regen ticks & status defense just isn't that optimal of a strategy. If you want defense, grab HP & a Ribbon / Amulet.

    spd Shadow

    I'm not sure if I'll ever play Phantom Shadow again. 'Dat speed. It's beautiful. And I can equip the Lazy Shell without cost free.

    OK, his damage output can suffer if you're careless. Found that out vs. the Dream Stooges, and high mg.def / Shell vs. KT randoms showed it off. By and large, though, his raw speed + Rogue Cloak boost will more than make up for it. Not the DPS King that Phantom Shadow is, but Scrolls a heckuva lot cheaper & all 'dat speed for Image/Rerise/Item is a thing of beauty.

    (Scrolls & Smoke Bombs might honestly be too cheap. I was swimming in money like Scrooge McDuck throughout the WoR. Relatedly, I easily had 99 Smoke Bombs & Remedies, and a mountain of Phoenix Downs, Tonics, Potions, Warp Whistles, and Dried Meats. And Tinctures, kudos Fanatics'. And plenty of money for 99 of each scroll, and then Ninjatos. And more Dried Meats. All those resources makes it hard to be too scared of Kefka's Tower or the rest of the WoR).

    mag Setzer

    Blackjack op.

    Seriously, Blackjack dominates the midgame like stam Cyan. Clears randoms all by itself, and early on, it's pretty competitive even as ST. It's a good thing that mag Setzer has some serious offensive magic, but see the discussion above.

    GP Toss can go cry in a corner. (Which actually makes me want to go cry with it ; _ ; ).

    mag Mog

    Eh, I think vig Mog's better. He's even got crowd control via Muddle/SleepX, with the Starting ATB to use it more effectively. For all the hoopla and aesthetics behind dance, the only things that really shine about mag Mog is elemental sniping & Earth Blues. Song, Aria, and Suite are just too random when I've got plenty of other, better methods for accomplishing the same thing. Punisher, X-Break, & Sonata are solid ST damage, but that puts them in direct competition with Mogoon, so they mostly serve as "mag Mog's ST option," as opposed to being build definers. X-Quake's too weak yet dangerous to bother. Then there's the stumbling.

    Rondo's fine - again, elemental sniping. Jazz ain't bad, though it can't hit the Ice weakness as often as you'd think (Wind/Earth immunities).

    My opinion remains the same. Earth Blues is the thing that defines mag Mog. Once you've finished sniping elements in the WoR, if you ain't using Earth Blues, you're better served switching over to Mogoon. (Song, Aria, and Suite are also better served with vig Mog. For such random & unreliable moves, speed matters more than stamina).

    Mind you, I do like Earth Blues Mog. This bulky blob that occasionally heals off damage and does solid damage per turn. Bit of a one-trick pony, but it's a good trick.

    stam Strago

    No.

    OK, I'll give him what he deserves. There were a couple of times where he lived where mag Strago would've dropped. (Soul Fire & Atma). Calculating it out, comparing the builds & equipment I'd used for each build, he took 4/5 (80%) the magic damage that mag Strago would've taken. About half a Shell (though stackable with the real thing). Also, I guess there are several statuses / sap ticks that he handled better than mag Strago.

    It's honestly not that significant. Most the things that threaten Strago's life are either physical or too big for his HP count anyways. 4/5 magic damage helps a little, but it's surprisingly uncommon for that to make-or-break "how well" Strago survives an attack. Also, I wasn't impressed that Holy Wind gained anything special from 4/5 magical damage + Holy Wind. Elemental resistances & Black Heart are a lot more important, and mag Strago uses them just as well.

    For status defense, it's hard to appreciate stamina's role in status / fractional defense. I know it's there. But when I critically need it, I still grab for Amulet, White Cape, Spirit Ring, and Ribbon anyways. I mean, if statuses were more of a constant nuisance but not always "directly" critical, and if I didn't have such easy-to-use and inexpensive-to-buy means of defense, maybe I'd appreciate it more? But as it is, I have those defenses, and statuses are either "easily worked around" or "so critical you grab the defense anyways." Only time I ever got was vs. Atma, and Gau's Tumbleweed was the MVP there, not Strago's stamina.

    I mean, if you never have Strago attack, yeah, he's better than mag Strago. But...why would you do that to yourself?

    So, nope, not buying it. Still prefer WT's HP Strago.

    spd Relm

    She learned from her dad.

    Celes actually got the crystal orb this game, for Merton shenanigans. And because Relm was mostly spamming Rerise for the last battles anyways. Oh, and b/c it's blasted hard to get Crystal Orbs now. (mag Locke or bust. Unless you're doing a stam Te & vig Ce game).

    Magic Cube, Bahamut, and some Zoneseek meant she still had "infinite" MP.

    The Osmose nerf was noticeable. She still had infinite MP, but I at least had to spend more time re-filling, which hurt the Flare / Meteor spam. I should listen to Nakar more - with Zoneseek as it is, Relm's always gonna be an infinite MP tank.

    OK, actually, if Fanatics' didn't drop Tinctures, I would've put more thought into MP management this game. There were plenty of times with several characters where I would've been in trouble if I didn't have 99 Tinctures. But...I did.

    Gogo & Umaro

    Didn't use them, except to discover that Rod Rage Gogo doesn't work unless Gogo also has the "Fight" command equipped. Meh, I'll stick with support Gogo. Rarely ever use these two.

     


  3. 20 hours ago, SuperHario said:

    Seeing as you're an experienced player, finding the game easy is no surprise.  Sounds like you need to try lower levels or some other constraint to give you a bit more of a challenge. 

    * bites lip *

    I probably did complain too much. Still have a nagging feeling that it's not wholly because I'm a vet.

    3 hours ago, BTB said:

    I could probably lower the power a bit if it's warranted.

    BTB, have you considered making one of the Slots a ST attack?

    You have very few degrees of freedom to make different the three Slots attacks. You can perhaps get a minor difference between a defense-respecting AoE vs. a defense-ignoring AoE, and that's it. Making one ST helps differentiate them better.

    A harder (to code) idea would be to gate Blackjack behind Dullahan. The animation is actually the Falcon after all. This both gives you some more freedom to differentiate the Slots and is very aesthetic. Perhaps have Chocobop as the WoB AoE, Solitaire as an ST, and Blackjack as the WoR AoE? Blackjack would still need a nerf - perhaps 36 BPow is a good starting nerf?


  4. Whelp, Orthanc of Isengard Fanatics' Tower & Ebot's Rock done. Now alls that's left is Barad-dûr in Mordor Kefka's Tower. Everyone's at level 25 - 27. Only reason I'm going to grind up at this point is to get the lvl.30 natural moves (RegenX, Bolt 3, Air Blade). Otherwise, I'd be a stubborn mule and just pound my way through Kefka's Tower underleveled.

    Playthrough & KT Plans

    Spoiler

    Really, there's little to say about the last of the WoR. Saruman Magimaster is a chump, unworthy of being the gatekeeper boss of the last dungeon. As for Ebot's Rock, only the Warlocks and seahorses pose any real threat as randoms. Hidon crumpes to Golem/Image guard, and is otherwise just a sack of potatoes that needs to be beaten down.

    ***

    Edgar is still Ele Jumping. He may still be Ele Jumping against the likes of Atma, Inferno, or the occasional KT random. Those IMF swords are just that good in his hands. He'll keep the Gungnir around for boss fights. I calculated out the avg. damage of Ele Jump, Gungnir Dragoon, and Chainsaw. If double jumps are excluded (a fair assumption for shorter randoms), then dragooning damage advantage over Chainsaw is to minute to matter. Ele Jumps, even without double jumps, are worthwhile for weakness sniping. Obviously, for boss fights, both beat Chainsaw quite soundly.

    I like hyb Sabin. A lot. He actually plays to Sabin's power curve correctly, unlike stam Sabin. Golem Sabin early on, only building stamina once you have the one thing it's needful for. Iunno if the +15 Chakra healing is really worth the HP loss, but we'll find out. Soon as I get Sabin at least a couple of more terrato ELs. Only problem I had was Chakra's learn level - I didn't even learn Ice 3 or Chakra until later in the WoR. Oh well.

    Merton vs. Hidon cleared out the Hidonites, but otherwise, I stuck with Holy. Rasp was annoying, and didn't want to re-spawn Hidonites. Ultimately, I'd say Merton ain't worth it throughout the WoR. Most importantly, it's just too expensive without the Soul Box, and the mid-WoR is far too easy to bother with any strat besides "power your way through like any other rpg". There's also barely any opportunities to snipe weaknesses. Tiamat nulls Wind, you want Iceguards for Ice Dragon & Yeti, you don't want to re-spawn Hidonites - it's really only Katanasoul & Phunbaba who you can weakness snipe. I'll have the Soul Box for KT, but I ain't using it unless there's no Ice, Bolt, or Holy weakness to snipe.

    spd Gau is a vicious glass cannon. Also decent back-up healer with Tumbleweed. I think I may have subconsciously benched him b/c of how brutally strong he was. Him, stam Cyan, mag Setzer, vig Edgar, Shadow - they're just plain awesome for the mid-/late-WoR.

    spd Shadow is awesome when he works, but I'm worried about his MP and I'm worried about his damage when Scrolls won't cut it. Probably just take him to fight Asura.

    mag Setzer is probably op for the mid-WoR. Blackjack is an unstoppable force of destruction on par with Meteor. Never bothered with other two Slots attacks. With Hero Ring, he's got plenty of bulk for even dual wield X-Fight. Lacks ST power, but IIRC, with a Crystal Orb, his AoE will still be plenty strong even in Kefka's Tower.

    mag Mog, I'm giving up on X-Mog. I ran the numbers of X-Quake + Love Sonata, I brainstormed EVERY random & boss fight in the late-WoR, and I let myself experience X-Mog again. The numbers don't check out, but just as importantly, as perhaps on of the biggest X-Mog fans in the community, it's just not fun. Why torture myself with highly specific strategies that maybe kinda-sorta work, when I could just use something actual & real, like, oh say, Punisher, Earth Blues, Snowman Jazz, or Mogoon? I'll pay attention to SleepX & Muddle in the outer & inner parts of Kefka's Tower. That's it. Sorry, BTB, but X-Mog simply needs more work before he's viable.

    stam Strago...meh. I did Life Bell + Holy Wind strats for Hidon. Got hit by Quasar, got a regen tick, used Holy Wind. Calculated out the difference between the Holy Wind I got, and what I would've gotten with a stam Strago. All told, Holy Wind healed ~70-90 more HP with stam Strago than with mag Strago. I'm not buying this - not at all. Maybe if stam Strago is at a certain level relative to the boss fight he's in, it's a long boss fight with lots of regen ticks, and the bosses uses lots of AoE non-elemental magic. Maybe. Iow, only for the Triad & Kefka, and maybe not even then really. As for status defense - I've got Amulets, Capes, & Spirit Rings, and stamina random - it's reliable for "lots of little stuff" but not for a couple of big things. Again, I'll bring him to the Triad fights. But, I'm 99% confident that he's turning out as I thought - a cute little diversion from the real build that is mag Strago.

    vig Terra, spd Relm, & stam Cyan are as normal. Kirin Locke, we'll see.

     

    Low Difficulty of the mid-WoR

    Spoiler

    This is my, what, 20th time playing the game? (One of) the people whose played this hack the most? I'm an old veteran, so yes, things should be easier than me than for a newbie. It's expected that I've got good strats for everything.

    My fabled veteran strats for the mid-WoR, learned through blood, sweat, tears, trial, error, practice, & theorycrafting? "Slap together some team of low levels dudes, wing it with whatever attacks they have. It'll work." And, 90% of the time, it works, without any Game Overs. Excepting specific stuff - Morph Terra without proper defensive support, lack of prepation for Holy Dragon, Dream Stooges with bad teams - the cast of characters are just too strong relative to the foes they face in the WoR.

    Yes, I know the WoR is open-ended. That makes it difficult to pin down the exact difficulty of monsters. But, even accounting for that, places like the Phoenix Cave or Ebot's Rock shouldn't feel so mindlessly easy for a lvl.25 team with end-WoR gear. Mt. Zozo's only threatening enemy shouldn't just be Colossus, even for a team immediately after Daryl's Tomb. Ancient Castle should be relying on the quality of the fights, not the same old fight every two steps that's only going to wear me down if I brought along a bad team. Manticores in the Cave on the Veldt are surprisingly tame compared to their palette swaps elsewhere in the game.

    This makes it difficult to care for good strategy. Stuff like:

    "You want Cyan or Setzer to help you through the longer dungeon crawls, like Phoenix Cave or Ancient Castle."

    "Use Chakra Sabin to allow damage spiking with heavy MP attacks. Just don't get completely crazy. You still need Soul Sabre, Osmose, Sketch, status moves, etc."

    "Setzer's offense isn't bad, but you need to pay attention to Shoat, Doom, Avenger, & Man Eater weaknesses. Otherwise, he's a cleric with decent support AoE from Slots."

    "Turtling works here, but for that boss, bum rush the guy with X-Fire3 or X-Quake. Kill him before he kills you. Chakra might give you the edge you need."

    "SleepX + Muddle will really help control the randoms here, but be mindful of your MP. Otherwise, you're stuck with Dance for the boss fight."

    "Apocalypse & mag Terra are powerful, but you may want to conserve her MP with status effects & Zantetsuken."

    I'm not saying every strategy fails. Rather, the mid-WoR is easy enough that there's no need to think of good strats beyond "Spam powerful AoE for randoms", "Buff up & become invincible vs the boss, plink him to death," or specific "glass cannon" strats that are more cannon than glass (Morph Berserk Wing Edges supported with Image, HP, & resistances, or elemental sniping). Your characters are just soo strong relative to the enemies & have so many resources (MP, Item, available techniques, healing, bulk) that, sometimes, you don't even think, you just spam and win.

    I'm not sure if the enemies are too weak, or if your characters are too strong & have too many resources. Actually, I'm positive it's a mix of both.

    Again, I understand I'm a veteran, playing the open world part of the game. But, for places like the IMF, FC, KT, or a few specific places in the WoR, I can observe & feel myself making good strategies based off my knowledge of the game, and then being rewarded for it. Or, if I don't, I feel the pain, and kick myself for it. (Unless I'm using stuff like stam Cyan, who just doesn't care). Mid-WoR? There's a few places, but a lot of it is also "Blackjack & Dragon op, lul randoms."

    ************

    Looking at some specific dungeons:

    Daryl's Tomb

    An undead dungeon, where everyone has undead killing offense, Bolt resistant gear, & Spirit Rings to block almost all statuses here. I flex my knowledge of the game to make it easier, certainly. But then everything here becomes non-threatening. Unlike the WoB dungeons, where even with a good strat, I know things will be threatening if I let things get out of hand. (And, even then, me & others complain the Edgar's two blasters are op for the early WoB, despite how much they help.).

    Recruiting Mog, Killing Phunbaba

    Swingy. Kills you if you turtle & Terra's useless if she hasn't learned Fire 3 (level 20). Otherwise, he'll probably drop quickly, unless you get really unlucky with weaker dudes for the second part of the fight.

    If you recruit Mog in the "early" WoR, this place is decently threatening. Muddle from Fuzzies, Zombie from bulky Warlocks, bulky mech riders with good attacks, etc. Also, Cerberus & Nastidon hit like freight trains & should be run from, barring stam Cyan or something. I like this one, assuming it's done early. Though Shock + Blackjack might trivialize it, as might later levels.

    Mt. Zozo

    Even at reasonable levels (lower 20's), a single casting of AoE Bio + Blackjack does 3.5k - 4k damage to humanoids, wiping out Punishers & Scrappers. Scarabs also have low enough HP that they fall as well, leaving only Ursa Majors to be picked off by Chainsaw or Bum Rush.

    OR

    Need to damage spike the Scarab x6 formation with Ice 3? Well, not really, b/c they die to a simple AoE Ice 2, or even just AoE Ice + Blackjack + Flash + Fire Dance or something. It's not like they can really hurt you anyways, unless you let them.

    Then there's also Water Rondo & Gau's many Rages. And that's all assuming "fair" stuff. We could just go nuts and grab Shock, Meteor, & Ninja Scrolls.

    Colossus is threatening, with his OHKO Avalanches. That's really it for the randoms.

    Wind Dragon is supposed to be an endgame boss. Instead, because "everyone" except Sabin has Wind resistance (Crystal equip on Ce, Ed, Se, Te, Mo) or Wind immunity (certain Rages), he's just a reasonably tough boss for this early-WoR dungeon. Mind you, this one can slide a bit, as new players probably won't fight him out of fear & not having Wind resistances. Fighting him early should be a veteran strat. Still, I'm worried it's a little too easy, even as a veteran strat. As long as I ignore Sabin and Morph (no Image or Wind resistance), I don't think I've ever had a Game Over with this guy.

    Owzer's Mansion

    Actually somewhat threatening, with those pincers, Nightshade x3, Dahling's flinging Fire 3, Wild Cats, Eagles, and the annoying Atlaspheres. Here's a place where I actually consider playing to the weakness of the randoms here - low p.def (and fire weakness for Nightshade). Even Chadarnook can be a pain if not prepared. Alas, everything except the "story" fights (Pictures, Pincers, Bosses) is susceptible to Muddle from Te, Ed, & Mo. Also, Chadarnook still ain't up to snuff with even the likes of Ultros, let alone Dadaluma or the Cranes. Still, this is a better WoR dungeon.

    Cave on the Veldt

    Uhh....Manticore's & Tiamat were scary the first time? Though now it feels like that's only the case if I'm lower leveled. Other randoms here are easily killed, & Bonelord's a pseudo-gimmick fight.

    Phoenix Cave

    I feel like this place should be on par with IMF and FC. It's big, it's story important (for the WoR), it's got a unique mechanic, and the enemies feel threatening if you come here early.

    By the time you actually do it, though, the only really threatening thing are the Sea Flowers (Weedula's annoying if you don't hit it immediately with Cure). This place is probably the egregious for the "spam AoEs & win." I came here slightly later than "normal" (only Narshe, Ebot's, Fanatics', & Cyan's Soul remaining), but my levels were still ~25. Everything....just rolled over and died.

    Celes & Relm spammed high level magic. Sure, I had Sabin at Chakra, but I had so many Tinctures that I'm not sure how much that actually mattered. If I hadn't grinding Fanatics', Tinctures are still inexpensive enough relative to your very large supply of WoR funds that I could've bought them en masse anyways. Only Kefka's Tower is really long enough to punish me for relying on Tinctures as an infinite MP supply, and even then, I could probably pull it off with a little bit of effort.

    Shadow, Gau? Just blew everything up with an infinite supply of cheap Scrolls & speedy, powerful Rages.

    I prepared for the Fire dragon. That was it. Everything else was slapped together, maybe have one bulky guy on the team, and it everything died. Even the Fire Dragon, prepations for him were "get Fire resistance & Image/Golem." After that, he was a little baby with too much HP, nothing more.

    About here, you can start seeing that, despite being a long-time veteran, I haven't bothered learning the this part of the game in-depth. There's just no challenge, so why bother?

    Narshe

    Cerberus & Nastidon are very scary with their physicals, so Muddle is a must. Otherwise, again, I don't even bother. Dante will crumple eventually, and the Cave sections are pretty short on the route to Tritoch.

    Tritoch, like Phunbaba, is pretty much a cutscene fight. Thordain & Tier-3's are threatening, but again, I don't / didn't bother actually preparing because I'm in little danger of getting a Game Over before his HP drops.

    Ice Dragon's an actually good fight, though again, Image/Golem + Iceguards makes him hyper-doable at below the intended level.

    Yeti's Cave

    Ahahahahaha!!

    Of, yeah, Yeti's threatening. He's fine - I understand he's supposed to crumple to Iceguard + Image. It's mostly that the randoms here are a said joke, despite trying to be threatening with statuses and stuff. Seriously, Blackjack swept everything in one hit except for Kiwoks, who would die in one other hit. Again, lvl.25 here.

    Cyan's Soul

    Dream Stooges are difficult. I find them very difficult, unless I bring a good team designed to beat them down. Playing the Wrexsoul fight properly might actually be an annoying challenge.

    Everything else, again, non-threatening. Again, you see that I don't even bother remembering specifics. I remember there's a lot of human foes on the Soul Train. Not that it matters. Once you're past the Dream Stooges, everything else falls into place. Soul Fires, again, Image/Golem, spam Water/Holy, have good HP for Flare. All things easily accomplished by this point in the game. Some specific teams WILL have trouble, but by & large, I find that any team that makes it past Dream Stooges can wing it here.

    Ancient Castle

    The length of this dungeon is great. The Cave enemies here can be threatening.

    Castle enemies? Not so much. They mainly wear you down with a ridiculous counter rate, which just forces the player to mass buy Warp Whistles. (Because you've got so much GP, why not?).

    Water Dragon is also a huge joke of a fight for an endgame boss fight. A joke, compared to Ice or Holy Dragon (or even Earth, really). Maybe if you forget to bring Gold gear, but most players don't sell their gear anyways. Katanasoul's GP Rain is threatening.

    Ebot's Rock

    eglkj

    Earth Dragon & Holy Dragon

    Holy Dragon's a good fight. Beaten by HP & status resistances, but what isn't?

    Earth Dragon, like Daryl's Tomb, is very threatening if unprepared (scared me a lot as a newbie), but crumples with preparations. Again, I'm not saying that being a veteran with good preparations should be unrewarding. I'm saying that it becomes more of a "Do this and you win, no further strategy needs," whereas for the WoB, I found myself preparing a little more in-depth, & even then, paying attention while I executed my strategy.

    Fanatics' Tower

    Yeah, this place is difficult all right. In the bad way. In the "Do this strategy, or you die." Meanwhile, Magimaster is a joke. Seriously, isn't he supposed to beef gate the final dungeon? On my first play through, I remember refraining from this fight because I was worried that he'd actually, you know, test me to see that I had really finished the WoR and was ready. He was....easy. I thought that was because I really had finished the WoR, and that he'd be ultra threatening if I fought him early. How wrong I was.

     


  5. Ice Dragon: O, hai gaiz! I heard you liek Step Mine! Imma hit ur support chara with it! K? :3

    Spoiler

    Did Narshe twice. Once with vig Terra, Kirin Locke, spd Shadow, and mag Mog. 2nd time with vig Edgar, mag Setzer, stam Cyan, stam Strago. Levels were 25-27.

    First team was continuing to try out new builds, or builds I didn't use a lot. Second time was b/c I was getting tired of experimentation and just wanted to smash stuff with a favorite team.

    Randoms

    spd Shadow's Starting ATB is really noticeable. Every fight opened with a Fire Scroll. Fuzzy x6 died as soon as they came on screen. Otherwise, little to say about the randoms. Cerberus didn't even really get a chance to threaten me with physicals. I just bum rushed it all and everything died. All throughout Narshe & Yeti's Cave.

    For second crew, Cerberus went crazy a few times, but otherwise, still pretty simple. Setzer's Blackjack OHKO'd everything in Yeti's Cave except Kiwok's. No 50 MP spent, no HP drained from Shock, no fiddling around with enemy stamina vs. X-Zone. Just flat "Win this encounter." Chumps. Blackjack op.

    Oh, and Flametongue Dragooning was a thing for some randoms. (Actually, now that Ele Jumping is more of a thing, maybe you can just re-purpose the Fire Lance & Trident? Let the Ele Swords be for elemental control).

    Also, more AoE Mug. This time, on Warlocks. Locke's a boss vs. human randoms.

    Don't have SleepX for randoms yet (sorry BTB), and Terra has Muddle. So, Mog just stuck with Fire Rod & Love Sonata.

    Also, if it weren't for the army of Tinctures I collected from FT Grinding or for how easy most everything is right now, I would've really considered bringing hyb Sabin on Team 1. Locke, Terra, & Shadow could've all used the MP support. I forgot to mention - I used hyb Sabin to support Celes & Relm in Phoenix Cave. If things weren't so easy & if I didn't have so many Tinctures, it would've been pretty important. Despite that, I'm liking hyb Sabin. (Big fat : p to stam Sabin).

    Ice Dragon & Yeti

    Team 2

    Basic. Buff up, pound the boss into oblivion. Ice Dragon went swimmingly. I forgot to bring Dispel for Yeti, but meh. Just kept Strago on Refract Guard, Setzer on Go Fish, while Edgar & Cyan did there thing. Only noticeable anomaly was stam Cyan dropping to Avalanche from 1200 HP - oh well, guess that's what I get for being underleveled.

    Gungnir Edgar proved yet again that "moar HP = win." He didn't need a shield at all for Ice Dragon. Sure, Fire Lance would've done more damage, but Gungnir Edgar's got the raw HP, lesser counterattacks, and still 4k Jumps with occasional doubles. (Chainsaw does 3k - Iceguard would've made Edgar tankier, but it's not like Gungnir Edgar is in danger of dying). Kept Flametongue for Yeti - wanted that defense. I'm really liking the Gungnir Dragoon. Just gotta make sure to NOT pair him up with Cyan for Kefka's Tower - I want Edgar with Nirvana Band, blast is. (Defib & Cure 2).

    stam Strago died to Step Mine. RIP. In fact, with Iceguard, there's really nothing stam Strago does here that mag Strago doesn't do better. (Stamina doesn't defend against physicals). Except regen ticks for Holy Wind, but...meh. I've never been impressed with that. Regen ticks aren't gonna save Holy Wind after a "big" attack. And, if I want someone to just sit there and wait around to heal, I'll take Setzer - he has this magical thing called "HP" and "heavy armor." But enough - stam strago has Ebot's Rock & the Two Towers to prove himself yet.

    First crew

    More interesting. Ice Dragon fight was more big & forth, before I gave up on getting perfect defense and just rushed the dude. Yeti, otoh, went pretty swimmingly, thanks to Shadow's Image guard. In fact, spd Shadow's nuts. Incredible Image guard, Fire Scrolls, and Lazy Shell defenses. Runs out of MP quickly though, and unsure on his non-elemental damage (haven't brought Ninjatos yet >_>). Being able to use the Lazy Shell cost-free is pretty awesome though - definitely makes him vig Morph Terra's best friend.

    Kirin Locke - not a bad tank. Bit of a miniature stam Cyan. Omega + Valiance is doing 3.3k - 3.6k (Genji set-up, Death Ward) to stam Cyan's 4k. Works fine for randoms. But for the boss fights of both these past two dungeons, I've found myself wanting more MP for Cure / Life. Maybe I'm putting him on bad teams? Also, if I want a shield, Omega only does ~2.2k, but I still have MP issues. Iunno. I'll push more Phoenix ELs for now, maybe put more thought into who he's teamed up with. Starting to get worried though. (Seems like Omega's only really exceptional with Morph stam Terra, where it's op for how tanky stam Terra is. Stam+2 Esper and Morph yo.)

    vig Terra was usual. Berserk-Image-Morph-Wing Edge for 5.5k per edge against Ice Dragon, otherwise, just swing Apocalypse for solid damage. Oh, and Cure / Life / Shell (& Fire 3 for Tritoch).

    mag Mog used X-Bio vs. Yeti. Yeti is weak to Poison. Punisher would've done better avg. damage, but hey, X-Magic is useful. That, & no randomness. For Ice Dragon, stuck with Fire Rods. Wind Song wasn't my friend and mostly proc'd Wind Slash instead of Sun Bath. Boo. (Think I pulled off a Suite Harvester in a random somewhere)? Stupid Dance. Aria betrays me, Song betrays me, Sonata isn't enough to salvage X-Magic. See, this is why I stick with auto-pilot Earth Blues or elemental damage.

     


  6. Finished Phoenix Cave, Cyan's Soul, White Dragon, and Brown Dragon. Probably should go finish Magimaster before Narshe & Ebot's Rock.

    Spoiler

     

    ************

    At this late point in the WoR, the Phoenix Cave randoms just kinda dropped dead. It's not my levels - I'm only lvl.25. The Phoenix Cave randoms are intimidating earlier on, but once everyone's built up, the battles are mostly a formality. Only Weedula's Zombite was of any real threat.

    This includes the Fire Dragon. With elemental gear, Golem/Image, and most my WoR goodies, he was just big balls of HP that I had to hack through. Was actually contender for easiest boss this playthrough. Again, it ain't my levels - at level 25, I'm actually underleveled. Rather, the Fire Dragon just rolls over and dies to a prepared late-WoR team. Which seems consistent with Wind Dragon being a "tough but plenty doable" fight for a prepared early-WoR team.

    Should also mention that it was the same way with Earth Dragon, so long as you also bring along Float and a team with enough HP. Just kinda dropped dead. Was disappointing for one of the 8 legendary dragons.

    ************

    So, I went into Cyan's Soul with an underleveled Kirin Locke, spd Shadow at lvl.24, and stam Strago at lvl.26. Yes, I do hate myself. Dream Stooges killed this team several times before I finally figured out what I'm supposed to do with this team. Shadow runs out of MP multiple times supporting party, Strago deals damage with Punisher / X-Dark, Locke is sack of HP that kinda contributes with Omega Valiance & Cures/Lifes (when he's not eating a Rasp).

    The new Steal Patch on the Soul Train (human foes only) allowed Locke to chain together 3-4 Mugs in a row. Was some pretty hilarious AoE.

    Soul Fires went down in one try, but it was annoying because of Shadow's & Strago's low HP vs. Meteo & Flare, and because this team's damage output is rather pitiful. (Strago's Tsunami isn't any stronger than Shadow's Ninja Wave).

    stam Strago did do something mag Strago couldn't - for his level, he could just survive a Flare from Soul Fires, whereas mag Strago would've fallen. Yea! Though it's also a little level specific - a level or two lower, and Flare would've killed Strago anyways. A level or two higher, mag Strago would've lived. (Or, I could've just used a Black Heart like an intelligent person.) So...eh.

    ************

    Fought Holy Dragon without Black Hearts. DERP! That's what I get for being away from this game so long & playing late at night. Ahh well. I at least brought along a team of tanks (Edgar, Setzer, Terra, Cyan). Most of the problem came when Holy Dragon just decided he had it in for Terra. I revive Terra, he uses Holy on her. I revive Terra, he uses Holy on her. Didn't care for the other hitting him, nope, he's gonna axe-murder Terra. Yeesh. At least Terra has Apocalypse (& HP ELs) now - it's soo much better than dual Wing Edges. Easily double the damage output, except on floating foes. Morph doesn't really work with Apocalypse, but oh well.

    Decided to have Edgar two-hand the Gungnir for the Holy Dragon fight. No shield. Actually turned out fine. He survived everything the dragon through at him, supported the team with Defib/Cure2/Safe, and got some nice Jumps on the Dragon. I think I might stick with this Gungnir Dragoon for a bit.

    Oh, Holy Wind only healed the Holy Dragon ~800 HP. So it on Nakar's run too. He might've been on the last leg of a "life" or something, but this is also the first time in my whole BNW experience that I've ever seen that. So....???

    ************

    Tried the "Merton with Flameguard x4" against Earth Dragon. It certainly works as a "attack + heal," but I ran out of MP. Also, I kicked the Earth Dragon's butt, so "attack + heal on the same turn" wasn't really necessary, especially no with the MP cost. Also not liking taking Flameguards instead of Iceguards into Narshe, so there goes using Merton for Ice Dragon.

    I'll test out Merton again, with Soul Box, at Ebot's Rock and Kefka's Tower. See how useful it is then.

     

     


  7. Whelp, finished Cave on the Veldt.

    ************

    I think Eye Goo Rage is bugged. Manticore is susceptible to Sleep, but everytime Gau used Eye Goo's "Slumber", it missed.

    ************

    Only other real thing to talk about is stam Strago.

    At this point in the game, the difference in magical damage that he takes is negligible. mag Strago would've taken ~60 more damage from Meteo, the strongest attack in the cave. Meanwhile, mag Strago's X-Ice2 would've done ~800 more damage against Tiamat's first form. ~800 ain't the end of the world, but it's at least a somewhat meaningful difference, unlike the difference between 360 and 420 damage. (I calculated all the stuff out). Otherwise, stam Strago was mostly just taking 230 damage from Manticore's Magnitude instead of 260, or taking 20 from sap instead of 40.

    So, at this point in the game, the only benefit to stam Strago is "dodging status." Too bad he decided to NOT dodge X-Zone from Bonelord. - _ - To be fair, there's very little status in this cave. I'll need to bring him to a place where status dodging is more useful. (Not sure how useful that is compared to just grabbing a Ribbon and having extra magic power). I doubt this build is really going to matter much until the endgame though.


  8. Finished an early Ancient Castle with vig Terra, vig Edgar, spd Relm, and stam Cyan.

    ************

    Been banking vig Terra's ELs so that I can grab Phoenix for HP instead of Unicorn. I got away with it quite cleanly in the WoB, even when I Morphed vs Atma. Now? I can't Morph - everytime I Morph, I get a Game Over. Otherwise, with early Wing Edge x2, she ain't terrible. Not particularly great either. Damage is mostly "passable," but not exemplary. Also lacks her top-tier healing. Shines for Floating bosses, though not as much so as if she had some actual HP.

    Biggest problem is that Wing Edge x2 is what Mishrak would call a "veteran" strat - kinda requires that you know which dungeons to raid for the early Wing Edges. Except the benefits from doing so aren't that great, unless you just absolutely have to have Morph vig Terra blow up the Wind Dragon when you first go through Mt. Zozo.

    iow, early-WoR vig Te/Ce still kinda struggling here.

    ************

    Otherwise, not much to say. stam Cyan did his thing, vig Edgar did his thing, spd Relm still blew stuff up. If I hadn't had so many Tinctures from Fanatics' Tower EL Grindings, I would've worried about Relm's MP - I definitely felt that Osmose nerf against Water Dragon. Oh, and Partisan wasn't too bad for Water Dragon - not great, but I guess it did its job of "Outdamage Chainsaw for early-WoR boss fights." Got unlucky on double jumps though.

    ************

    Time to grab the last two characters. And stam Strago is along for the ride for both places. Gonna see how well he tanks that Meteo from Tiamat.

    And I would go grab Merton for Ice 3 + Merton strats on Tiamat, but nooOOOooo, Tiamat just has to null Wind, doesn't he? - _ - There goes one neat use for Merton. Guess I'll wait 'til later to really try out Merton. Useless on Tiamat & Fire Dragon, and I doubt I'll need "Heal & Attack on the same turn" for the random encounters I'll fight.


  9. Cyan

    The Samurai, The Retainer to the King of Doma, The Most Improved in This Hack, and the Infinitely Cooler than Cloud Strife or Sephiroth.

    Strengths

    • Hits like a truck
    • Incredible HP espers, Heavy Armor
    • Great Out-of-Battle Healer (thanks to Empowerer); Has in-battle healing
    • Cleave & Flurry Bushidos for AoE control/death

    Weaknesses

    • No shield, forced two-handed (stats from only one weapon)
    • Slow
    • No party support
    • Limited status control
    • Bushido is untargetable (not applicable to AoE Bushido)
    • AoE damage is limited (either Eclipse, or late-game Mutsuno/Quartr)

    Cyan is the simplest character not named Umaro. Grab lots of HP, maybe lots of vigor, hit like a truck, and tank. He's got some minor healing, AoE, and status control, but for the most part, he's your resident heavy tank.

    Builds

    Samurai

    Vig/HP Cyan. A late bloomer who really shines after you've cleared his Soul, giving you access to Crusader levels and all of his Bushidos. (Flurry is more about status control, and Mutsuno comes late unless you do an early Ebot's Rock). Carves enemies up left and right. Enjoy.

    Not recommended to go pure vigor. Cyan's a heavy tank, not a glass cannon like Shadow. Get this guy some serious Crusader levels to go with his vigor levels.

    Sentinel

    Pure Kirin Cyan. Infinite HP, heavy armor, spams Dragon, and ain't afraid of anything. Pretty much dominates the whole game up until Kefka's Tower, and even then, still has his uses. All that stamina gives him a high counterattack rate, so don't forget to keep him in the front row. Oh, he's also got some AoE and healing too.

    No, seriously, if the mid-game is giving you trouble, use this build.

    Misc

    • Stalwart Cyan dominates the mid-game, while Samurai Cyan shines best in the lategame. Ultros' Esper Reset allows you to enjoy the benefits of both. Build Cyan as a Stalwart for the mid-game, then esper reset over to Samurai after clearing his soul. This is honestly quite abusive, but Samurai Cyan isn't fun to play as in the mid-game.
    • Don't forget your Force Armor lategame. Cyan needs magic defense.

  10. King Edgar Roni Figaro

    The King, The Chainsaw, The Engineer, One of the Figaro Bros., The Ones Who Uses Main Character Weapons Without Being a Main Character. He and Sabin can break the rules like that.

    Strengths

    • Incredible Versatility
    • Strong throughout the whole game
    • Very Tanky; Golem levels, Great Armor Selection, HP+ Spears
    • Superb AoE & status control; Lots of status debuffs
    • Solid physical damage; defense-ignoring, elemental control, high multiplier, even an AoE physical
    • Secondary Healer, has Defibrillator Tool
    • Solid party support abilities; Has unique MP recovery Tool
    • Has two speed espers
    • Unique damage booster, boosting physicals & magics

    Weaknesses

    • Low stamina, slow growth
    • Magical damage limited to AoE
    • WoB Spear Selection is weak
    • Slow in WoB because of armor, Speed builds slowly

    Edgar has few weaknesses, with his only major weakness being his low stamina. He's a jack-of-all-trades, master-of-several, and nearly a master of the rest. Easily a contender for best character in Brave New World, even if he's not as simple to use as his brother. (Still simpler than Gau & Gogo).

    Builds

    Dragoon

    Vigor Edgar, taking an even mix of Golem & Palidor levels. Golem in the WoB, solidifying his HP, and Palidor in the WoR, correcting his slow speed. Don't let the class name fool you: Edgar will easily spend half or more of his time running support or using the Chainsaw. Save Jump for boss fights, unless you don't have Chainsaw yet or unless you just hate a particular random.

    This build can easily fit into any party and perform exceptionally well. Just don't forget to give him the Nirvana Band to boost his healing (Cure 2 & Defibrillator) alongside his damage.

    Engineer

    Siren (magic & speed) levels, with some Unicorn (HP) levels for bulk. Pure support Edgar, possibly a primary healer. He's mostly about abusing his free & powerful revive, though the Mana Battery, boosted Cure 2, and other support skills certainly play a solid role too. Lacks offensive options outside of AoE magical damage, though for how great a support character Edgar is, such damage is still pretty good.

    Red Mage

    A mix of both vigor & magic levels. Can grab either Golem for some bulk, or Palidor to focus this build around speed ELs. Golem version is honestly more of a variant on the Dragoon build. Unlike other characters, the two stats at play here (vigor & magic) actually play different roles for Edgar, so the hybridization actually works. The hybridization also works because Edgar's so powerful, so moreso than other characters, he can get away with a lack of focus.

    Sentinel / Phalanx

    Bit of a cute build, honestly. Unicorn (stamina) Edgar, possibly with some speed levels (Palidor or Siren). Main shtick is better chances to defend the party with the "Cover allies" property of spears & ultra bulky Golem summons. Equip all Genji & Nirvana for better Cover chances, absurd physical defense, & for boosting your damage. Equip Palidor for randoms; for boss fights, equip Golem and just apply Haste manually.

    Downside is that Edgar's slow without either good ST/AoE damage or stronger healing, with still one of the worst Cover chances amongst the whole cast. Zantetsuken can help provide some counterattacks and speed (use Hero Ring for Cover), or maybe you can two-hand a spear with Black Belt prior to Zantetsuken. Could also try an Aegis Shield, since Edgar probably has enough HP to ignore Genji and Force.

    Misc.

    • NoiseBlaster + BioBlaster/Flash is a stupidly good combo, especially in the early game. Please abuse it.
    • Equip the Nirvana Band, regardless of build. The only other character who has any reason to equip it is Kirin Cyan, and he lacks the raw diversity the Edgar gains from the band. Optimally, keep Kirin Cyan on a different team from Edgar.
    • Elemental Blade Jumping is solid all game long, even into the final dungeon. Jump with these in the WoB, and never sell them.
    • Gungnir is less powerful than Longinus, but it's HP boost is HUGE - big enough that Edgar can scorn the lack of a shield.
    • Certain X-Mages can burn MP too fast for even the Mana Battery to keep up if you get careless. So don't get careless.
    • Golem is stupidly powerful, especially paired with Image, and you should abuse this powerful summon.

  11. Sabin Rene Figaro

    Hikes halfway across the world, recruits a master samurai, ninja, & wild child with magic to his cause, Suplexes a Train, and survives jumping into waterfalls and fast ocean currents. Why isn't he the main character? What were Terra, Locke, & Celes doing at this time anyways?

    Strengths

    • He's Sabin
    • Easy to use; High damage options are easy to find
    • Incredible defense-ignoring damage & elemental control
    • Very high HP, Incredible HP espers, Royal Jacket for HP+
    • Solid party support; Possesses unique party MP recovery Blitz
    • Great status control
    • High base stats, Claws give solid stat boosts
    • Good physical evade

    Weaknesses

    • Very low defense, low mg.eva, Average Equipment, cannot equip shields
    • AoE is highly limited; Just mid-WoB (Fire Dance) and lategame randoms (SleepX)
    • Healing is a little volatile
    • Defense-ignoring damage is untargetable & falls off by endgame
    • Potentially frail in mid-WoR if HP esper or Royal Jacket aren't obtained swiftly

    Less versatile than his brother, but Sabin's raw power and ease of use secures him a spot as one of the best characters in Brave New World. He's almost always a very solid pick for team needing a high damage character.

    Builds

    Master

    The standard Sabin build; just lots of vigor and HP. Some people prefer raw Golem, some like to grab a little Terrato once he becomes available. Remember to use both Blitzes AND elemental claws - Sabin's potential damage is lessened if you ignore his elemental control. This build is awesome all game long, though he's trickier to use in the mid-/late-WoR. It's highly recommended to keep an HP booster equipped at all times.

    Monk

    Support Sabin, built with oodles of stamina and some / lots of HP. Chakra is the main selling point, followed by Mantra. Very useful if you've got a team of MP users but you're struggling to maintain their MP; because of this, this build is probably easier to use effectively in the lategame, compared to his standard vigor build. Also boasts very beefy regen ticks, an ultra-high (near 100%) counterattack rate, and even some endgame AoE utility with Sonic Boom. Do be aware that Mantra isn't as useful after a big party-wide AoE; though this is counter-acted by his own natural pairing with mages, who usually boast good healing.

    Guardian

    HP Sabin, built with Terrato - either pure, or with a handful of either Stray or Golem. Almost certainly requires an endgame respec. Sabin's only true tank build, both for himself and for Cover allies. All the HP also greatly strengthens his Golem summons, further strengthening Sabin's role as party guardian. Sabin's high vigor & strong attacks (especially elemental claws) insure that he stills hits hard. Also helps his Mantra, though Mantra is weaker and much more volatile here compared to his stamina build. A few Stray levels can help stabilize Mantra a bit, as well as boosting Chakra, Cover/Counter chances, and Sabin's status evade.

    Red Belt

    Hybrid Sabin. The build's name comes from Final Fantasy 1's "Black Belt" and "Red Mage" class. Sabin's the "black belt" (martial artist) class from Final Fantasy 1, but this build is more of a hybrid, like Red Mage. Hence the name "Red Belt."

    Build Golem levels first, then switch to stamina & HP levels when Mantra, Chakra, and Terrato become available. Like his brother, the hybridization works because the two stats (vigor & stamina) play two different roles for Sabin. This build's damage is honestly quite close to that of the full vigor build. The real catch is the reduced HP. A handful of Terrato levels are indispensable.

    This build is about giving vig Sabin more frequent counterattacks alongside some healing (Mantra/Chakra) utility, sacrificing the raw damage/HP from pure Golem + Terrato.

    Misc.

    • Pay attention to the enemy's elemental weaknesses & defense stats. Sabin's claws have much higher damage potential than his Blitzes. If it's a fight for claws instead of blitzes, consider Berserking Sabin.
    • Golem is stupidly powerful, especially paired with Image, and you should abuse this powerful summon.

  12. Celes

    The General & Opera Singer, The Tough Girl & Love Interest, The Heavy Swordsman & Supporting Mage.

    Strengths

    • Very Versatile Magic, Equipment, & Esper Levels, with good all-around base stats
    • Good Weapon Selection; Weapon Selection complementary to Magic (neutral damage vs. weakness sniping)
    • Very Tanky; Incredible HP espers, Heavy Armor, Soul Box
    • Secondary Healer, has Rerise
    • Great Party Support Skillset (Rerise/Seraph esp.)
    • Good mid-game Elemental Control
    • Modest status control (Siren/Berserk, Slow)
    • Good WoR AoEs with ??? and Quartr
    • Unique ??? provides Cover, Counter, and 100% Accuracy

    Weaknesses

    • Weak AoE without ???; Quartr comes late
    • Status control is limited
    • Weak / Average Elemental Control in early-game and mid-WoR
    • Superb dps set-ups are niche
    • MP builds slowly (otoh, it is an HP+30 esper)
    • Offensive Abilities require MP (otoh, see above)

    Celes is easily one of the best support characters in Brave New World, and also one of (if not the) bulkiest characters. Also boasts some good attack power and potential speed, unlike certain other supporters & healers (Strago, Setzer).

    Builds

    Knight

    Vigor Celes with lots of HP (Crusader), serving as a solid tank with good support magics & a solid weapon selection. More defensively-focused, while Terra is more offensively-focused. You have a couple of choices here. Ramuh will build pure vigor for raw damage, giving you the Paladin set-up. Phantom will give you some stamina (lots of utility) with your vigor, giving you a Dark Knight set-up. The Dark Knight set-up will greatly appreciate ???, but then again, Paladin likes it too.

    Don't discount her support skills - even Knight Celes will spend a good deal of time playing support. She's not as good at it as Cleric Celes (lacks speed), but she's got overall better damage and more raw HP.

    Cleric

    Building HP, MP, and speed, with a side of magic and/or stamina (Siren or Alexander), to solidify Celes as possibly the game's best support unit. Her damage is still solid with Ice 2/3, Bolt 2/3, Holy, and even Merton, but you'll find that she spends most of her time playing Team Mama. Don't neglect Crusader - Circlet & Soul Box will give Celes plenty of MP, so Crusader levels will definitely be appreciated later on.

    A Celes built with Shiva & HP/MP, despite the lack of speed levels & slightly more offensive focus, is probably still considered a "Cleric" more than a "Mage." It's generally recommended to grab some Siren levels even if you're running mostly Shiva, though it's not absolutely required.

    Remember your Flameguards for Merton. Merton + x4 Flameguards is a good set-up, allowing good damage and healing in one turn.

    Red Mage

    Builds a mix of HP, MP, speed, magic, and vigor (Siren, Ramuh, Seraph, Crusader) to give Celes some speed for supporting while still trying to take advantage of her weapon selection for good neutral damage. Alternatively, could swap out Ramuh & Siren for Phantom & Crusader, giving the Red Mage a slight stamina focus. (Again, good for ???).

    I have no idea if this at all works as well as hyb Edgar or hyb Sabin. Never played it and most people think this suffers too much from "jack-of-all-trades hybrid syndrome." It's there if you want to try it though, and it's probably not too terrible. After all, the espers in question are sorta doing different things for Celes (damage vs. support).

    Misc.

    • Keep an eye out for when Runic can be used. It's niche compared to other sills, but unlike vanilla, it's actually somewhat useful here.
    • All of Celes' builds want Crusader levels. Her magic build only needs so many MP levels before she hits critical mass with Circlet and Soul Box anyways, plus whatever potential MP support.

  13. Shadow the Hedgehog

    The Ninja, The Assassin, The Horrible Father, Mr. "I'm Emotionless But Not Really". I wonder if he's trying to be cool and edgy.

    Strengths

    • Incredible damage output, with options for neutral or weakness sniping
    • Incredible party support, except for healing
    • Very high speed
    • Very good AoE
    • Great Elemental Control
    • Unique counterattack helmet (Ninja Mask)
    • Unique magical relics (Rogue Cloak, Memento Ring)
    • Decent access to ST healing (Regen, Rerise, Healing Shiv, high speed for Item)
    • Great all-around base stats

    Weaknesses

    • Frail; No HP espers, cannot equip shield, no heavy or mage armor
    • No personal AoE heal, unlike all other characters
    • Very limited debuffs
    • No MP espers, only basic access to MP+ equipment

    Shadow is defined by his extreme nature. Extremely powerful glass cannon with arguably the best support skill set in the game. However, this is counterbalanced by extreme frailty. Curiously, he's also the only character without access to AoE heals, though his raw speed combined with Potion & Rerise make him arguably a better healer than some others.

    Builds

    With only two espers, the line between builds is fuzzy. There's definitely a difference between a pure build of one esper vs. a pure build of another esper. However, hybridization is also a very real thing.

    Tiger

    Vig/Stam Shadow. The main boast of this build is physical damage output, Shadow's main source of single-target damage. Throwing Ninjatos or Ninja Stars with this build is the game's best neutral source of single-target damage (iow, ignoring weaknesses or hitting low p.def), and this build gives high numbers per throwable. The stamina also boosts his counterattack rate, which pairs well with Ninja Mask & Kagenui, so keep this guy in the front row. It's not like he'd tank a hit anyways.

    Still quite speedy thanks to Shadow's equipment. Some people also like his ST healing with Regen with this build.

    Lotus

    Speed, speed, and moar speed! Incredible party support & Ninja Scroll thrower, both which depend only on gear & speed. The magical damage is incredible, and physical damage is still quite good. All that speed means he goes first in combat, making him an excellent random clearer with scrolls. The raw speed also allows for Item spam, making this build the game's best Item user. MP might be an issue if you over-spam Rerise, so be cautious.

    The physical dps is honestly probably equal to the other build thanks to all the speed, so don't be afraid to Throw stuff. The other build is better for this because of other reasons. (GP spent per Throwable, triggering more enemy counters, weaker counterattacks, lower counterattack rate).

    If you ain't using physicals, you can equip the Lazy Shell with near impunity, greatly helping Shadow's defenses. Still not incredible, but much better than what Shadow normally gets. The Mirage Vest is an option for more speed & even some mg.eva, though it's probably overkill, & Shadow's got HasteX for boss fights anyways. (Also, how useful mg.eva is is arguable anyways).

    Shadow

    The hybrid build.

    Misc

    • Don't forget to buy equipment & stock up on Throwables before the Floating Continent (Jidoor).
    • The Mutsunokami is another good source of AoE magical damage. Obviously, pair with Kagenui & Rogue Cloak.
    • If played well, Shadow isn't too terribly expensive. Smoke Bombs are dirt cheap, Ninja Scrolls are also pretty cheap, and he's got plenty of damage options besides Ninjato. Save Ninjatos & Ninja Stars for Kefka's Tower or other times when you can't snipe a weakness.

  14. Setzer

    Look at that pale skin & bleached hair. He's been living on the airship for too long.

    Strengths

    • Very tanky; Good HP esper, heavy armor
    • Primary Healer, has Rerise
    • Very good AoE with Slots (Blackjack, Chocobop) and Shoat summon
    • Good Offense thru unique Daryl's Soul relic; Endgame Fixed Dice is amazing

    Weaknesses

    • Slow
    • Slots require practice/skill to use
    • No Party Buffs (besides Rerise), Doesn't learn Life
    • Few Debuffs not tied into Slots

    Like Locke, a simple yet effective character, defined by his top tier healing capabilities. In contrast to Locke's speed, Life, and knife/sword use, Setzer prefers heavy armor, Rerise, and AoE spam. Though his single-target offense can still be rather good.

    Builds

    Cleric

    Standard Setzer, built with magic and HP/MP espers. Solid bulky healer with good magic AoE, a multi-target Petrify summon, and potential for good physical offense thru equipping the proper weapons with Daryl's Soul. Build up his HP before magic; Slots is strong enough early on, and Setzer becomes nigh invincible tank once his HP is built up. A very strong character throughout the game.

    One alternative is to build raw HP/MP. Your AoE will suffer and his healing won't be quite as effective, but everything else works. In fact, everything else works even better because of your stupidly high HP & MP. Known affectionately as The Bank. The Bank can grab a handful of stamina levels if you're feeling cute.

    $$$

    Stamina Setzer, with some HP/MP as well. Main boast is very high & consistent single-target damage with GP Toss, alongside the usual increased Cover chance and regen ticks. Genji armor + Hero Ring if you want to Cover; otherwise, Red Cap. Also boasts solid healing from RegenX. Just don't overuse RegenX as your main heal, as it's a more expensive heal on the Setzer build with less MP. (iow, use Cure 3 if Regen status ain't needed. Use Cure 2 for spot healing).

    Misc

    • Shoat is amazing, and you should use it.

  15. Mog

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

    Strengths

    • Huge damage potential
    • 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 MP-hungry or otherwise 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), and part of his toolkit is like Cyan & Strago (huge attack stat fueling a slow, powerful, multi-hitter). No matter how he's built, however, he's going to be a tank with some quirky utility and damage options.

    Builds

    Dancer / Geomancer

    Simplest Mog build. Wreck the mid-game with Dance (Rondo, Jazz, Blues, Suite) and Rod (Ice, Bolt, Punisher) attacks and counterattacks. By late-game, you've transitioned into being a bulky healer (Suite, Song), who also happens to have some utility with buffs (Haste, Aria), debuffs, AoEs (don't forget your new WoR options), elemental control, and even some modest neutral damage (Blues, Sage Stone). He's even got Cover/Counter synergy, or can forgo the Moogle Charm to just Dance (though he can't cover while dancing without the charm). Just don't expect him to be your primary or even secondary damage dealer against a big late-game boss or mini-boss.

    His healing suffers from randomness, but he's still an easy-to-use, bulky Harvester user with lots of utility.

    Magic Moogle / Black Mage / X-Mog

    Same as the Dancer in the mid-game, but instead, maintaining the high damage into the late-game by transitioning into an X-Mage. By far Mog's hardest hitting build, the Magic Moogle has potentially some of the highest damage in the game, right up there with your berserkers, glass cannons, and tier-3's slamming a weakness. But, if you don't use him well, you'll be wishing you used Dancer or Mogoon instead.

    While you shouldn't discount your late-game Dances for AoE or Rods for elemental-sniping (or both for MP management), your reliability (randomness), damage, and utility will fall behind unless you take up the Sage Stone and get some MP (Chakra/Battery) support. With said support, however, even Mog's second best attack rivals Tempest, X-Dark, or Shadow; while his best, X-Quake, is one of the strongest moves in Brave New World. And he's still a tank, as well as some nifty debuffs and buffs. Still, you do guzzle MP very quickly and can run into encounters where Wind or grounded Earth damage doesn't work.

    Love Sonata can help maintain MP, but once you find a Crystal Orb, I personally recommend using it. After all, what makes the Magic Moogle special is his damage; if you ain't goin' for it, you're better off with Mogoon or Dancer. Even still, don't discount Love Sonata, Punisher, or your other less expensive crowd control (Jazz, Muddle, SleepX, etc) as options for maintaining MP in long dungeon crawls.

    Mogoon

    Moogle Dragoon, another easy-to-use build, with lots of vig/spd and late-game HP. Unusable for the WoB, but a good 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.

    Don't forget that you can snipe weaknesses with Wing Edges or Rods! Also, if you want, the Punisher and Doomstick are still perfectly good beatsticks, prior to getting your ultimate spears.

    Misc

    • Moogle Charm has very special effects for both builds. Though a mag Mog dancing Blues/Suite can probably ignore it.
    • Rod spellcasts are strongest in the front-row and compatible with counterattack (Black Belt), but they're also compatible with the safety of back-row Jump.

  16. Relm

    The Foul Mouth, The Artist, The Living Nuclear Weapon, and The Poor Girl Without Father or Mother ; _ ;

    Strengths

    • Great offensive options, both ST and AoE
    • Primary Healer, has Rerise
    • Has Osmose; Magic esper gives MP
    • Speed esper
    • Can get Interceptor, greatly raising her p.eva
    • Unique Hide armors & magic helmet
    • Decent party buff & ST heal options
    • Sketch is sometimes quite useful

    Weaknesses

    • No HP espers, no heavy armor, low p.def
    • No debuffs; doesn't learn Life
    • Offense is MP hungry, Osmose isn't terribly strong
    • Interceptor requires killing an extremely valuable character
    • Brush healing & buffs are so-so
    • Most Sketches are mediocre/useless, with a few being an active detriment

    A simple character. Nukes stuff, heals the party, spams Rerise, drains MP with Osmose, and prays desperately that she doesn't eat a physical or defense-ignoring nuke. In many ways, she's like the magical version of Locke, except without the option to become tanky.

    Builds

    Sage

    The simple, standard magical nuke, built with a mix of magic, speed, and MP. Could simply build pure Zoneseek, lots of Ifrit with some Bahamut, or some other mix of Ifrit, Bahamut, and Zoneseek. Does everything you expect out of Relm and does it well. Gear her for magic & speed and blow stuff up. Don't forget those good Sketches! Heavy Zoneseek will lead to more damage and fatter MP pool, while heavy Ifrit's faster reaction time / more turns lends her more to support (best chance to gamble on Brush spellcasts). Still, it's more of a continuum, rather than strictly different builds.

    Highly recommended to always equip the Bahamut esper, unless it's a boss fight where you want Zoneseek but have someone else to set Image/Safe/Golem. Or unless you have Interceptor, but why would you kill Shadow?

    Stamina

    Relm trying to be tanky by building stamina, with some speed & MP as well. There's some decent synergy with stamina-based damage (Interceptor, Wind Breaker), equipping Black Heart and nullifying much of its downsides with elemental shields / hides, and RegenX spam, including those beefy regen ticks. Also, her attack power doesn't suffer too much, as it was only a +1 magic esper. Also, if you build only stamina, then by endgame, Relm may have enough stamina to reliably dodge status effects, even without immunity relics; though that does mean sacrificing MP & speed to help round out the build.

    The biggest problem is that much of Relm's defense toolkit works just as well on the Sage build (Interceptor, Bahamut, elemental defenses, immunity relics), meaning the main benefit is still adding the Regen + Black Heart combo to her defensive set-up. Also, the Interceptor part of the combo requires killing a valuable character. Mind you, it's not a bad set-up; RegenX + Black Heart + potentially good status evade + elemental defenses + Interceptor + Bahamut equip is a good combo, and frail characters are gonna appreciate what help they can get. At the end of the day, however, she's still a low HP character with poor physical defenses.

    Sketches

    Relm does have a solid selection of good Sketches to go for. However, the majority of Sketches are still mediocre / useless (can't circumvent those MP issues that easily), and there are a few Sketches which are just straight up "avoid." Provided below is first the handful of Sketches to avoid, after which, the longer list of good Sketches. Do note, I'm only listing the primary Sketch (happens three out of four times), as well as ignoring Sketches prior to getting Relm, in Owzer's Mansion, or on the WoR overworld.

    Good

    • Floating Continent: Several good ones. Atma (Flare/Raze), IAF (Diffuser), Behemoth (Meteo), Dactyl (Aero), and Brainpan (Blowfish)
    • Doom Gaze: Bolt 3
    • Cave on the Veldt: Intangir/Z (Meteo), the Cluck + Basilisk encounter (Net and Glare respectively)
    • Phoenix Cave: Roc (Giga Volt), Umbro (Bolt 3), Revenant (Holy; beware the Witch's Reflect though)
    • Narshe: Tritoch (Fire 3), Wizard (Dark), Hoodwink (Aero). Also, Rhyperior (Sun Bath) is decent too
    • Cyan's Soul: Soulblazer (Flare/Meteo), Larry (HasteX). Also, Suriander (Harvester) is decent too
    • Ebot's Rock: Hidon (Quasar), Hidonite, leftmost (Shield), Warlock (Dark), Opinicus (Surge)
    • Ancient Castle: WEAPON (Diffuser). Boxxy (Bolt 2) is decent too
    • Fanatics' Tower: Magimaster (Dispel), Level 1 (Holy), Level 2 (Quartr), Level 3 (Bolt 3), Level 7 (Starlight), Level 9 (Flare/Meteor)
    • Kefka's Tower: Asura (Dark), Isis (Holy), Myria (Flare), ??? (Ultima), Inferno (HasteX), Atma (Flare/Raze). Warmech (Diffuser), Searcher (Diffuser), Ahriman (X-Zone), Ogre Nix (Avalanche). Raptor (Holy Wind) is decent too.

    Bad - Sketches that the foe will absorb the damage, or otherwise hurt the party.

    • Elemental Dragons: All eight of 'em absorb their Sketches
    • Phoenix Cave: Anemone (absorbs), or Witch (nice Sketch, but it'll be reflected right back at you)
    • Narshe Mines: Fuzzy (Exploder, killing Relm)
    • Cyan's Soul: Eukaryote, Gorokan, Parasoul (absorb)
    • Ancient Castle: Sponge, Pond Scum, Mephisto (absorb)
    • Kefka's Tower: Tarokan, Thanatos (absorb), Prometheus (Merton)

    Misc

    • Black Heart's problems can be mitigated with the right shield + hide, although the hide simply brings you back to normal damage. Works with RegenX, though not with Cure 3.
    • Pure Zoneseek levels with an MP booster gives Relm an enormous amount of MP. It's very possible to drown out Relm's "MP hungry" weakness under a giant pool of MP.
    • Radiant Gown, brushes, and speed levels can sorta combine to make Relm a decent buffer. Sorta. It's still a gamble though
    • Upvote 1

  17. Berserker

    GIVE IMAGE!! UMARO SMASH!!

    Equip Storm Belt and your pick of Black Belt or Hyper Wrist. Pair him up with Mog, set Image on Umaro. (Set Berserk if you equipped Black Belt). Smash stuff, throw allies. Throwing Mog nets 9999 damage. Could even have some Dragoons on the team (not Mog, obviously; rather, Edgar and/or Gogo) to increase Umaro's chance to throw Mog.

    Big, Dumb Bodyguard

    WHY UMARO NOT SMASH?!

    Equip Black Belt & Knight Cape. Let Umaro tank hits for the whole party with his stupidly high stamina stat, and counter those hits nearly 100% of the time. Don't set Image (doesn't work with Cover). Safe & Regen support preferred.

    Abominable Snowman

    HOW MAGIC WORK?!

    Equip Blizzard Orb for Ice weak foes or for random clearing. Probably still use Rage Belt as your other relic.


  18. Strago

    Wise Old Man (maybe), Killer of Endangered Species (Hidon), The Man Whose Last Name is Magus (wonder if he hates frogs).

    Strengths

    • Incredible party support; All Buffs except Haste & Golem
    • Solid elemental control, X-Dark is very powerful
    • Very good AoE damage
    • Lots of speed gear, Unique Hide gear
    • Has Raid & Osmose for MP healing
    • Tertiary healer
    • Solid status control (strong trio of Bad Breath, Discord, and Raze)
    • X-Zone

    Weaknesses

    • No HP espers, no heavy armor, low p.def
    • Neutral ST damage is limited to front-row Rods or endgame magics
    • Most offensive options are MP hungry
    • Very low base speed; good gear set-ups are limited to lots of speed
    • Holy Wind doesn't work after big attacks
    • Mediocre / so-so in the WoB

    Strago can make for either an excellent party support with fairly good magical damage as back-up, or as a high-end damage character with X-Magic. He can even have some surprising bulk with the right combo of elemental resistance, HP+ gear (Black Heart), and Refract/Shield. Just make sure you equip him with as much speed gear as you can get.

    Builds

    Blue Mage

    Lots of magic, with however much MP you feel is needed. The obvious use it to turn Strago into your primary attacker through a mix of taking advantage of elemental / low mg.def weaknesses, controlling the battlefield through big AoE, or the endgame nuclear option in X-Dark. However, again, Strago also makes for excellent party support. Don't be ashamed to commit him full-time to party support instead; he can't always be a primary damage dealer, but his high magic will still find its use doing solid damage on Strago's off turns. So, equip lots of speed gear, support the party, blow up stuff, and hope you don't eat a physical.

    Do not forget your Rods! Lore's great for AoE, but prior to your endgame magics (Dark, Black Omen), Strago needs Rods to fill out his elemental control and neutral ST damage. Thunder Rod does a very good job filling a gap in Strago's elemental control, while Punisher is just as good as Black Omen against a single target. Rods also pair with Black Belt, a beautiful +7 speed relic that gives powerful counterattacks, and they're nowhere near as MP hungry as Lore, so Punisher's not totally eclipsed by Strago's endgame magic. Just don't do this without at least a Guard Ring equipped, if not also a Green Beret / Red Cap as well as Refract support.

    Stamina

    Lots of stamina, with however much MP you feel is needed. An extreme latebloomer and somewhat niche. The idea is that stacking so much stamina allows beefy regen ticks and stamina's rather modest magic damage reduction to begin to seriously help Strago's bulk, while also granting some serious status evade. The build has its utility in big endgame boss fights with AoE magic nukes & status effects flying around, and the regen ticks & mg.dmg reduction do indirectly buff Holy Wind. The Wind Breaker rod serves as a serviceable attack, with the stamina providing a 100% counterattack rate; again, Refract, Guard Ring, and the HP+ cap that you'll be equipping anyways, will all keep the old man from dying. Just please don't try to use Strago as a Cover tank.

    The flipside, however, is that Blue Mage can imitate much of this build's utility through proper gear set-ups (Ribbon, Amulet, Black Heart w/ elemental gear), while also having the flexibility of better damage on Strago's off-turns when he ain't supporting, or just switching over to "big damage" for a given fight. The regen ticks are real. But Blue Mage's regen ticks ain't bad either, the status immunity relics are right there (esp. the Amulet), and the actual extra mg.def that stamina gives, honestly, is just straight up insignificant. Also, the status evade isn't terribly reliable as a "free Ribbon" until you're hitting that 96+ mark, so, again, the build is very late-blooming.

    This build does help him defensively, mind you; if you're never attacking, then this is strictly better than the Blue Mage. At the end of the day, however, the benefits are minute, and Strago's still a low HP, physically frail character.

    Misc

    • Black Heart combined with the proper shield & hide can make Strago quite bulky. Just be aware that Holy Wind won't self-heal a Black Heart Strago.
    • Strago's one of the best for Reflect strats. Can set it quickly with X-Magic, Holy Wind pierces it, and can even restore the MP of a Reflected unit (cast Osmose on them).
    • Don't discount Refract. Image is a powerful buff, especially for glass cannons, and Reflect has utility too.
    • The Dark Hood is a very viable alternate to the Circlet or Red Cap.

  19. Gogo

    He banished himself from FFV and found himself in FFVI.

    Strengths

    • Very versatile support skill set
    • Good AoE / debuff / crowd controll skill set
    • Rod + Rage is good synergy for raw damage
    • Decent mg.def with Hide / Muffler armors
    • Decent speed gear options
    • Mimic

    Weaknesses

    • Bad stats with no esper growths
    • Poor HP, no heavy armor
    • Magic is dependent on team composition
    • Damage set-up (Rod + Rage) is untargetable & a little random

    Gogo's role on the team is as a semi-speedy, frail, all-around support guy who can choose to go full ham with damage. He also has a very wide range of minor application. He's honestly quite similar to Strago, just less powerful but more diverse. Another good comparison is that he's a weaker but more controllable Gau.

    Set-Ups

    Support

    Gear Gogo for speed, pick 3 of Tools, Runic, Throw, Lore, Magic (with a proper team), Steal, or Item. Maybe even Slots (Go Fish) or Blitz (Chakra). Also has some niche uses for Fight with Brush (heal) or Rod (elemental sniping). Solid support character. Mimic can be used to copy a teammate's attack on any off-turns; just be aware that you don't Mimic Rage / Dance, lest you lose control of Gogo.

    Noticeable characteristics include being a:

    • 3rd MP Battery
    • 2nd Runic user
    • 3rd (reliable) Image user whose also the 2nd (reliable) Image user with a shield
    • 2nd Shield user
    • 4th Life 2 / Defib user

    Tools, Lore, & Magic could also give him some AoE debuffs / crowd control for randoms. Cleave (Bushido) or ??? with speed gear is also a great random clearer, though these skills do little else and are incompatible with Rod or Brush equips.

    Rod Rage

    Gear for mag/spd, Equip Rod, pick Rage, blow something up. Your options are Dragon (raw damage), Tek Armor (Safe), Allosaurus (1/3 AoE debuff), or Defender (1/3 heal). While the physical hit itself won't be too amazing, the random spellcast will do absurd damage, possibly hitting 9999 even without a weakness. You do need to be in the front row for maximum damage, so it's a glass cannon set-up.

    Rage also gives a few other options for AoE control (Cicada, Adamantite) or healing (Tumbleweed), so there's some flexibility between fights here. If you equip a knife in the offhand, you can equip ??? or Bushido (for Cleave) as your second Command for solid all-around offense. Fill the other two commands with whatever other utility you want: Magic, Item, Tools, Throw, Lore, Steal, Slots, Blitz (chakra), or Runic (with a knife in the off-hand).

    Misc

    • N/A
    • Upvote 1

  20. Locke

    The Thief Treasure Hunter, the Almost Main Character, One of the Much Improved in BNW.

    Strengths

    • Great speed; Good base, Speed+ Equipment, Speed+2 Esper
    • Very strong weapon selection with a personal counterattack helmet
    • Primary Healer; has X-Magic with Cure and Life (2)
    • Incredible WoR Fire Elemental Control
    • Two personal boosters (physical & magical)
    • Good HP espers
    • Great shield selection
    • High physical evade, good equipment options for p.evade

    Weaknesses

    • Equipment gives little mg.def or elemental resistances
    • Best Attacking Options require dual-wield (no shield, glass cannon) or absurd amounts of MP (X-Fire3)
    • Poor AoE damage
    • No party buffs
    • No status control
    • Low MP for WoB; For WoR, MP grows slowly

    Locke's a very straightforward guy. He's arguably the best healer in the game alongside Setzer, has solid single-target damage, and potentially a LOT of HP. Simple, straightforward, to the point. Most complicated he gets is deciding which weapon to use.

    Builds

    Rogue

    Lots of vigor & speed levels with a few Phoenix levels, or just lots of vigor levels with a few Phoenix levels. Simple, thematic build for Locke. Not the greatest healer and the Paladin is easier to use for the WoB, but dual-wielding good swords or knives with your raw speed makes you a top-of-the-line damage dealer. You'll even have top-of-the-line counterattacks & first strike in combat to go with it.

    Locke's special knife, the Valiance, gets stronger as he loses HP. If you can, play that to your advantage for even more attack / counterattack damage. Just try not to get Locke killed, as he IS one of your only users of Life 2.

    Paladin

    Heavy Kirin build with some Phoenix levels. Bulky thief & resident team brick, tanking & dodging hits (possibly for the team with Cover) while dealing decent attacks & counterattacks. Omega Weapon preferred once you hit the WoR. He's got more than enough HP to dual-wield without any real worries about his health, but don't forget to use a shield if you need elemental resists or something. Also, you may want one of Sage Stone or Rogue Cloak to help with healing & conserving MP.

    This build has the Omega Weapon + Valiance set-up. Both weapons are defense-ignoring, and as one weapon grows weaker as HP drops, the other grows stronger. Nice counterbalance that keeps Kirin Locke's damage consistent, despite the crazy HP shenanigans of the weapons he uses.

    Red Mage

    A 1:1 mix of Ramuh and Phoenix, forming a hybrid of Rogue and Paladin. You lack the Paladin's ease of use for the WoB or the extra cover/counter chance, and you also lack the raw dual-wield dps of Rogue to make up for the frailty of dual-wielding. On the other hand, you're still a solid, speedy, & evasive Sword + Board user, with more consistent damage than Paladin or X-Mage (Valiance) & more MP than Rogue or Paladin.

    X-Mage

    Raw Phoenix levels, maybe with some speed levels thrown in. Some people even like a near 1:1 mix of Phoenix and speed. You're mostly the game's ultimate bulky healer: an invincible X-Cure & X-Life flinging thief-physician with a huge supply of MP. This is also the best build for X-Fire Magic, though against foes not weak to Fire, you'll likely conserve your MP for healing and just resort to either lower levels spells (lvl.2 magics) or hitting stuff with a sword.

    Recommended that you abuse Ultros' Esper Reset for this build: build something else for the WoR, esper reset to this. Unless you're willing to tough out the Magitek Factory & Thamasa without HP levels (which is plenty doable, though frustrating). Also, the Lazy Shell rare steal is a very attractive armor for X-Mage Locke. He can eat the speed loss, doesn't care for the vig loss, and really appreciates the extra mg.def, as Locke lacks any other high mg.def armor.

    Misc

    • As a healer, the Sage Stone is more about stretching Locke's MP by doubling up on the smaller heals (Cure, Cure 2, Life). Don't use the big heals except for emergencies.
    • HP levels are very desirable if you want to run a dual-wield set-up. It's not advised to go full ham with dual-wield & raw vigor/speed - you'll likely eat be KO'ed more than you'll contribute to the party.
    • The Ninja Mask is awesome, and you should be using it. Unless you're running mage Locke. Then go for a Red Cap or something.
    • In encounters with multiple human foes, Mug can act as an AoE attack for the first round, because Locke will get his turn right back if he successfully steals.

  21. Terra

    The Main Character, the Esper-Human Hybrid, the Magitek Knight, the Caretaker of Orphans. (Oh, you thought "love" meant teenage romance? Haha, you're silly).

    Strengths

    • WoR Elemental Control
    • Primary Healer, has Life 2
    • High Base Magic with Magic+ Equipment
    • Tanky; HP Espers with Incredible Armor Selection
    • Good Weapon Selection; Weapons Complementary to Magic (providing weakness sniping vs. neutral damage, or vice versa)
    • Can Stance Shift to a Glass Cannon for Boss Fights (Morph)
    • Solid Status Control
    • Decent Party Buffs (esp. Regen & Shell)

    Weaknesses

    • Low Speed
    • Party Buffs are either single-target, niche, or very latecoming
    • For almost whole game, AoE damage is niche, mediocre, or average
    • For most of WoR, no great neutral magic damage options (Fire 3 is average)
    • Offense uses Lots of MP
    • Morph may be Tricky to Use

    Terra's role on the team is as a bulky attacker & cleric, who can optionally stance shift during boss fights into a glass cannon (& healer, still). Surprisingly, her job is not about being an all-around mage - that is more of a job for the Thamasa Duo.

    Builds

    Magic Knight / Battlemage

    Vigor Terra, building vigor & HP to strengthen Terra's role as a tank & dps fighter. Grab one or two of many of her good weapons, Morph (for boss fights), kill things. Dual-wielding works especially well with self-Berserk (and Morph). Terra can also build a little bit of MP through Phoenix (HP +30, MP +15) to strengthen her healing (Life 2 & Cure 3 are expensive), and perhaps even her lategame elemental control.

    Going without HP ELs is not advised. Even her Morph stance wants HP, so that she can at least survive one, maybe two, attacks. Also, if you're doing Apocalypse + shield for the endgame, Morph & Berserk are only half as valuable.

    Paladin

    Jedi Esper Terra, built with HP & stamina (Unicorn & Tritoch), maybe some MP (Carbunkl). Grab the Atma Weapon, Genji gear, and hack things up with a lightsaber. Less potential damage than vig Terra, but much tankier. Your high stamina also gives you a very high counterattack rate, so don't forget to wear a Black Belt. You also still have Terra's solid magic selection at your disposal, as well as a stronger RegenX come endgame.

    Thanks to all the stamina, Morph is a safe move with this build. You can ignore normal precautions & just rely on Morph Terra's absurd regen ticks for survivability. Berserk strats are also still a very real thing.

    Unfortunately, Covering allies probably won't work as well, as it's anti-synergistic with Atma, Morph, & Berserk.

    Cleric / Sage

    Healer/magic Terra, built with some mix of HP, MP, & magic (building the HP and MP first). The HP & stamina make her an excellent tank and potential bodyguard (Cover), and the MP & magic insures she's an excellent healer with her magics. Also still has her usual Wind magic & elemental sniping options, with more MP than any other build to actually utilize them. Best Ultima user for the endgame as well, if that's your thing.

    While it might be flavorful & thematic to think of her as the "frail wizard with powerful magics," she's, again, more of a bulky healer & party tank. Her powerful magics are limited to either modestly powerful Wind magic or elemental sniping for most of the game. Elemental sniping is hardly bad, just enemy specific, and it's going to do great damage, regardless of how you build Terra. Also, Maduin isn't a good esper for building a "pure" mage. Still, if you just want to nuke stuff (and I don't blame you), an endgame respec into raw Maduin & Ragnarok for Ultima spam isn't bad.

    Misc.

    • Protect Morph stance with Image, Golem, elemental resistances, and HP ELs.

  22. GAU

    Thou! Thou Thou!

    Strengths

    • Very diverse, with:
    • Great set of physical Rages, healing Rages, AoE damage/control, and debuffs
    • Good set of elemental control & buffs, especially Bolt damage
    • Secondary Healer; has Rerise & Harvester
    • Speed +2 esper
    • Good elemental resistances, Unique Hide/Muffler armor
    • Unique mage helmet
    • Good p.eva

    Weaknesses

    • Proper grammar & pronunciation
    • Rages are many & highly specialized with no in-game reference sheet
    • Rage is untargetable & a little random
    • Switching Rages mid-battle is awkward; Gau can't gear for both Vigor & Magic
    • No HP espers, no heavy armor, low p.def
    • Speed is unavailable until the WoR
    • Mid-game damage upgrades are missable (stealing a Club, Blizzard Orb, speed esper)
    • Many debuff Rages are either unreliable or require deep memorization.

    The finer details of Gau's abilities require a lot of memorization, both of Rages & of enemy encounters. But, even with just a few Rages, Gau makes a great speedy glass cannon & healer/buffer.

    Builds

    Like Shadow, Gau only has two espers. Therefore, its debatable whether or not he has different builds, especially since the mixed Gau is perfectly viable.

    Berserker

    The standard Gau build, raw speed, with or without a little stamina. Biggest downside is that it's not available until the WoR. Turns Gau into a living bullet, allowing him to really lay on the damage or healing despite having "lower" numbers than other characters, spam buffs like Conjurer or Witch, or just have a strong opening to randoms. Even the healing from his stamina-based Rages is still pretty good, thanks to how many turns Gau gets relative to everyone else.

    Stamina

    The other build, built with mostly stamina levels (though not purely with stamina). The main sell of the this build is it's ease-of-use: it's available from the WoB, it only needs a very small set (see below) of multi-purpose Rages, one set of equipment will suffice for said Rages, it doesn't need a Club to upgrade it's damage in the WoR, and the high stamina provides some defensive boons, allowing the player to soft-ignore the "what defensive benefits does this Rage give" aspect of using Gau.

    The downside is less potential. The stamina-damage Rages are good damage, versatile, & easy to use, but Rageserker's raw speed will win out once it's got a good Rage or two backing it (see the Simple Rages below). Umaro's better if you just need a beatstick against a boss. So, by mid/late-WoR, it's mostly just Harvester and Rock setting this build apart. (Rocky ftw!) Even then, speed is just as needed for the healing Rages as stamina is, considering Gau's random nature, so it's not like we're totally outclassing the Rageserker as a healer either. So, again, this build's claim to fame is its simplicity.

    Don't forget to equip the Blizzard Orb in the WoR!

    Mixed

    The mixed build. Possibly the build you're using if you use Gau in the WoB.

    Good Rages

    Simple

    • Physical: Pick one:
      • Hornet for speed and utility. (Auto-Haste and Image)
      • Templar for bulk and healing, but beware your weaknesses. (auto Safe, Shell, Ribbon, Amulet.  Uses Remedy.  Weak to Dark/Water)
      • Tyrano for immunities. Ice Weakness is easily fixed with Snow Muffler. (Immune to Earth, Wind, and all Statuses)
    • Albatross: Solid early-game AoE & sap setter. Windrunner is the WoR AoE & sap setter.
    • Vaporite: Solid ST magic damage with auto-regen for WoB. Titan for WoR.
    • Rocky: Harvester spam FTW! Scrapper/Rhydon provide some WoB healing.
    • Conjurer: Rerise spam can win fights *cough Dadaluma*. Also has Refract utility later on in Witch.
    • Antlion: Stop/Snare is a vicious combo.

    Extra

    • Fire: Albatross for the WoB. WoR follows up with not-quite-as-effective Witch. If it's just undead-killing, then Lich (WoB) followed by Revenant (WoR)
    • BoltVaporite for the WoB, Griffin and Anemone in the WoR. Gau may be the game's best Bolt mage.
    • Water: Vaporite in the WoB, Ninja in the WoR.
    • Dark: Sewer Rat in the WoB, Shokan in the WoR. If it's a group of humans, Marlboro is an option.
    • Other ST Magic: Stray Cat (WoB), Io/Griffin (WoR)
    • Other AoEs:  Leafer/Crawler (early-WoB), Vulture (late-WoB), Windrunner/Anemone (early-WoR), Weedula (late-WoR)
    • Other Healers: Soldier (WoB), Mesosaur/Gargoyle (WoR)
    • Status Control: Exocite (muddle) mostly, or his actual Magic (imp, sleep). Maybe Jinn (muddle/berserk/mute) as an option too.
    • Gamble: Behemoth (1/3 Meteo), Spirit (Demi/Quartr), Onion Kid (Brown Note), and Marlboro (1/3 Bad Breath)

    Stamina

    • Early-WoB: Exocite for damage, muddle, and auto-regen. Scrapper is an MP healer.
    • Late-WoB: Cephalid for damage and auto-shell. Rhydon for an HP healer.
    • WoR: Mantodea for strongest damage rage. Rocky provides Harvester & damage (Rocky is perhaps stam Gau's overall best deployment).

    Misc

    • Don't forget Gau's actual Magic. HasteX & Fenrir are especially good as opening salvos for a boss fight. His other Magics also have their utility.
    • For WoR, grab a Bone Club, asap! The BPow is critical to Gau's damage in the WoR, as is the Magic +7 is you trade it for a Magic Bone. A Blizzard Orb is helpful as well.
    • Black Heart combined with the right shield, hide, and Rage can make Gau quite bulky. It's even compatible with Harvester spam! Especially useful if you snag the hidden WoB Heart, or for anytime prior to earning the Snow Muffler.