So I finally got this game (the first one) through Goozex and I love it, but I feel like I'm in way over my head. After the first fifteen missions or so, I feel like I'm doing it wrong.
My characters attacks are not particularly strong, I'm constantly out of money from trying to buy new weapons and armor yet still never have enough to get everybody the things I want, and I feel like I have to leave underpowered equipment on so I can learn the abilities off of them, which leaves me giving and receiving less damage then I'd like.
I feel like I need to be grinding but there doesn't seem to be any way to do that in this game - even with the side missions I seem to be less powerful than I'd like. Also, I'm not sure if I should be trying to use all of these people I'm recruiting or just picking a group of them and making them really damn strong.
Also, how do I keep from failing dispatch missions?
Any general advice you can give will be much appreciated as well.
Guide me. This game is awesome and I want to not suck at it.
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Keep playing, you'll unlock more weapons that do more damage, and get more abilities that work together to give you more options.
Just playing the game is the grind. Do all of the non story missions you can stomach before doing the next story mission and you'll find that you are well armed after a few hours.
Classes that I like: Ninja, Fighter, Summoner, Elementalist, Black Mage, Dragoon, Gunner, Juggler, Gladiator.
For dispatch missions, I think it's based on class and level. Some classes are more suited, and a higher level always helps. They do different actions when you put them out for dispatches, this indicates their probability of success. Kneeling: low Standing: 50/50 Jumping: High
Fighter/Ninja (the main kid)
Blackmage/Animist (monteblanc)
Paladin/Fighter
White Mage/Blue Mage
Elementalist/Red Mage
White Mage/Black Mage/Beastmaster (only to help set up the Blue Mage)
Dragoons are good too, I'm just not terribly impressed with the rest of the Banga classes.
Just grind through as many of the non-essential missions as you can before you take story missions. Keep in mind classes with heals can heal themselves every turn for xp even if they can't attack or something.
Once the clan wars start grind xp like a mofo and you'll be good!
Another important job is the Thief. You ought to be stealing almost everything you can off of the bad guys. Once you get either the Cinquedea (for Steal:Ability) or Swordbreaker (for Steal:Weapon), you can break the game wide open. With Steal:Ability especially, your humes and moogles won't ever need AP again. Note especially enemies with Item as their sub-ability-- they can equip new weapons after you've stolen something, making them close to an endless weapon factory. This is the only way (besides placing the map) to get some of the really powerful weapons.
Assassins are the "I win" class (especially with Concentration), so have one or more Viera head down that circuitous path. In TA1, it has probably the best stat growth in the game, so level even your mages as Assassins if you can.
Later on, Red Mage/Summoners are the king, for doublecasted summons. But you won't get there for a while.
Pretty much the only moogles you'll want are a Juggler/Thief and a Gunner/Mog Knight.
Some strange completionist part of me has had me doing this so far.
Hmmm, this has gotten me wanting to play again. Should I just pick up the second one instead? Is it any good?
edit: urahonky beat me with the advice, heh.
Also, thanks for the recommendation. I'll check it out.
It feels so much smaller than the PSP, and the D-Pad feels really warn out on it. Like I have to press extra hard or it doesn't register that I'm pressing it. That and the ABXY buttons are pretty loose.
I just don't want to buy a new one, but I may not be able to hold out till the DS2 or whatever.
There's definite merit in having a Moogle in your party. There's no need to get rid of Montblanc when you can transform him into a sniping murder machine.
Another Suggestion: get a Sage. They are easily the most powerful magic class in the game. They are amazing.
And if you're really a serious completionist, capture the goblins and a thunderdrake asap. They're only in nonrepeatable missions, so you can miss out on them.
If you don't care about getting all the monsters, don't worry, your Morpher won't even notice the difference. Flans are where the money's at anyway.
And Montblanc is tainted by his start as a BM. Of course you don't have to kill him (there's no need at all to optimize stats), I just find him kinda annoying in this game. He's alright in FFXII though.
Plus, if you kill him,
Also, was Geomancy available in the original Tactics Advance? I know it's dynamite in FFTA2.
yeah, I guess there's no need to kill him if you don't want to
And yeah, Geomancy rocked socks in TA1 too. The BM wasn't changed at all, I believe.
For example, I think there's an Assassin ability that guarantees a 1-hit KO. It's been awhile since I've played the game, but by the time I got to that point I was pretty much raping my way through every fight, because that ability didn't seem particularly out of place compared to the insane shit every single character could do.
Take everyone's advice here--if you've got the patience to do several non-story battles between each story battle, your party will quickly outpace the power level of the enemies. You might come up against another tough hurdle when you get to the story battles near the very end of the game (they're quite difficult) but you should be able to cruise through most of them. Just get in the habit of checking the forbidden actions for each fight and you'll be on autopilot in no time.
ooooh I think I did that with my Assassin
that shit is super cheap
but what's the point of a SRPG, if not to take advantage of the game in as many ways as possible? :P
Yep, it works just like Final Fantasy 9, and it's one of my favorite character advancement schemes in any of Squeenix's games. You get to choose which direction to develop the character from a wealth of options, but the options are limited by the character's class, so you don't end up with a half-dozen functionally similar guys differentiated only by their sprites.
It'll serve you well.
Blue Magic is, I think, one of two sources of healing magic that doesn't break the "No Holy" law too.
I hate it though. Suddenly your monster badass is holding a starting sword so he can learn a basic ability, and any time they're holding a weapon for an ability they don't know they won't learn anything.
Like the cap'n, I also love this system. I don't have to worry about my starting whatever being a loser-- I can give them Badass Weapon that teaches Badass Skill, and have them be badass right away. Plus, it appeals to my inner OCD collector to have one of every item.
Compare to most RPGs, where an inferior weapon has no reason to stay in your inventory. Weapons feel unique here, and in TA2 even have a bit of character and color (love the item descriptions).
Yes, but I mean as you're learning it you have to keep that crappy weapon equipped.
Also it limits the amount of characters who can learn a certain ability (or completely different abilities as the weapon might turn out to do) by how many of that item you have.
And for the record I'm OCD too and kept 1 of every item in FFT.
It kinda sucks when multiple people want the same weapon, but there's usually something else they could learn too. Again, didn't really bug me, ymmv.
It does kinda suck in A2 though when you don't even get items with more skills for starting classes until several hours into the game.