Because the IZJS license boards added more HP+ lores, battle lores, and magick lores, I have added a section in the upper left of the license board for those to be unlocked as well. It's a steep price that might be worth it, though I'm perfectly happy with just the BRK. Juli 2017 von Vanyar1 … Zudem bleibt auch der Schwarzmagier auf Distanz und erhöht die Magie-Resistenz. It’s not as good as…. You would need both MNK and BRK paired with have-nots, which would require MNK and BRK to be paired with a BLM/WHM/RBM/KNI/UHL. Ainsi, certains jobs ne peuvent être équipés d’arcs ou ne peuvent apprendre de sorts de magie blanche par exemple. This mod replaces the 12 default mods with a new set of jobs that I designed to fit thematically with the Zodiac signs and the Espers that represent them. Overall this build has very few weaknesses. You've got one powerhouse character (and really only one powered up offensive spell, albeit an obscenely strong one) at the expense of strengths elsewhere (namely Monk with Heavy Armor or Genji Gear and/or a better weapon). I'm not terribly particular about using all 12 jobs, but I do want to strongly optimize my team(s). What I did was choose a second job and go get licenses for it. Shikari gives the Foebreaker 3x Swiftness without having to use an Esper and Ninja Swords (a much better weapon type than Foebreaker’s axes), while Foebreaker gives Shikari access to every break, as well as a ranged weapon type (hand bombs). Because Final Fantasy 12: Zodiac Age allows you to assign two jobs to each character, you have a lot of options to pick from, especially if you’re trying to min-max. I'd argue that BLM/BUS is a bad combination since the katana formula mostly factors in strength, and you're doubling up high magick lore and mystic armor which could be better distributed elsewhere. Balthier:Klauen-Lizenz, Erste-Hilfe-Lizenz, Leichte-Rüstungs-Lizenz 1, Feuerwaffen-Lize… Neues Jobsystem in Final Fantasy 12: The Zodiac Age. These are safely dismissed, and since KNI can only be paired with 7 classes in a BLM/MNK and RBM/ARC party, that reduces the options by 3/7 to 60. That about covers for FF12 job combos and the very best FF12 jobs and FF12 best job combos. You also want to make sure your summons can be assigned to unlock all the best abilities for each character without leaving anyone out. What this combination has going for it is the fact that it can equip Black Robes in conjunction with the Yagyu Darkblade to increase dark damage by 50%. You could also theoretically have a half-decent Tank/Caster or Tank/Healer hybrid with UHL/TBM or KNI/TBM, where they'll have access to time magick but also have decent magick lores to cast the mid- to high-tier black and white magick each class gets. But this is a great head start. Does BRK/MNK offer a comparable benefit to BLM/MNK? It’s also possible to circumvent the need for summons on certain classes by combining jobs that open up abilities on the secondary board behind locked nodes. She’s probably the best candidate to go Archer/Red Battlemage, one of the most well known FF12 best job combos. as example, i already had your 1st "optimized" party in mind for myself: now i just need to find out what to give to whom and what espers to pair with. Another Battle Lore can be picked up with Cuchulainn, and two Magick Lores can be picked up with Zeromus. But I'm afraid with BLM/MNK it is that cut and dry. None of these are bad parties, and all are quite likely to be objectively in the top 15 optimized parties. 2x Genji Gloves and Jackboots – You get 2 Genji Gloves, which dramatically boost combo rate and increase physical damage substantially, and you also get Jackboots which gives 50 speed and 20 vit. With Black Mask and Demon Shield this can be 9000 free dark healing if you want it, too. While there are a bunch of guns that are universally good on every character, some guns are […]. Eure Charaktere verfügen von Beginn an über folgende Fähigkeiten: 1. EDIT 2 Polearm/Holy Tradeoff: /u/Tezmata, in his assertion that breaking up BLM/MNK might better redistribute benefits, encouraged me to look at that exact possibility. Quick Guide to 12-Job Party Optimization. But you'd be giving up third-level spells and channeling 3 on your RBM and Telekinesis on your swordsman. And, since those are basically the only options, I feel like I can conclude this exercise by noting the same argument as above. Knight/Time Mage is a great combo as well. Capable of high level Black and White magic, and no slouch when it comes to combat either thanks to Monk’s combat prowess. As for character pairings, if these are doing what I think they'll be doing: That's one of my two party choices and I'm going to need help with espers too LOL. Fran: Black Mage and Samurai Espers - Exodus, Sumihaza, Belias? Taking Red Battlemage/Archer for the boosted Ardor and then pairing Monk with a class that could use the extra attack would give your party more versatility. It seemed to work okay for me that way. This is likely because the combination doubles up 3x Swiftness which causes complications elsewhere in the party like the White Warrior problem. That sentence could probably be more clear. It gives White Mage access to Hastega. Great suggestion! So is the first of those 15 combinations considered the best? As pointed out previously, TBM works perfectly fine with KNI and UHL, but the tradeoff here is that the remainder is forced to pair with MCH which has poor synergy with both. We don't really know yet how weapons or stats were tweaked this time around, so damage calculation may not be a precise art until we get our hands on the data. The good part is that Gastrophetes S is an easy steal from the rare Pallicant in Ridorana, making this job the only one where you can easily get the ultimate weapon for all … Tank: BUS/KNI - gives you options to either be highly evasive with one-handed Masamune or high burst damage with Excalibur. And in the case of MNK, if you pair with BUS or SHI you also force BRK to use an esper or two just for swiftness licenses. Don't double your color mages. You can also follow the Bright Rock Media YouTube channel for periodic updates on what's going on with the site. Both of these options are among the best FF12 job combos. BLM grants SHI black robes but that's the extent of their synergy and assuredly not as good as some combination of genji gloves, heavy armor, and/or battle lores. BLM/MNK can also learn some great white magick with Hashmal and Chaos. Penelo has high magic power, making her the best overall option for a Black Mage. Final Fantasy XII: The Zodiac Age bouleverse entièrement le système de jobs tel que nous le connaissions dans Final Fantasy XII.Inspiré par la version International Job System sortie en août 2007 au Japon, cette version remasterisée propose au joueur de choisir un job déterminé pour chaque personnage de l'équipe. But, for sake of argument, if you split up BLM and MNK, then the optimal roles for either individually would be BLM/UHL, BLM/KNI, BLM/SHI, or BLM/TBM, and MNK/BUS, MNK/SHI or MNK/KNI. I'd probably go with BLM/MNK here but I don't deny squishy mages sometimes need love. Game Guides, Reviews, Fiction, and even Essays, so be sure to take a quick look at the Main Page before you go, because if you liked this article, there's sure to be lots more content you'll enjoy on the rest of the site. I do not! It definitely existed before Twitch and Youtube, so the streaming community didn't exist at the time. Posted on 21 February, 2021 by February 21, 2021 21 February, 2021 by February 21, 2021 I'm waiting for the inevitable full WHM team to solo everything. Anything not in parentheses is a given. MNK could use genji gloves but those are almost always better utilized on the KNI, SHI, BUS, or even UHL But ignoring that, the two classes just happen to flesh each other out; BLM even gets Heavy Armor through espers if you really want it for MNK. Either KNI or UHL will generally get a shorter stick in party optimization, but it's best to avoid screwing over both, since they both contribute the bulk of the battle lores, heavy armor, and OP weapons to the party's tanks. That is in the top 0.086 to 0.14 percent. As for the harder ones: Shemhazai and Exodus - RBM/ARC doesn't need both of these, but using one will unlock Heavy Armor 8, 9, 10, 11, and 12, because Heavy Armor 10 lets you island hop either way. Anything else I would generally consider a net waste, and even MNK/SHI, BLM/SHI and BLM/TBM are stretching optimization (no Genji gloves or heavy armor, no black magick or magick-based weapons, and stupid TBM, respectively). I'd consider this roughly comparable to maxing out Holy. :: Un deuxième choix. So if you want maximum swiftness you're forced into roles with less ability synergy than the slower pairings. Beide Jobs / Lizenzen können nicht mehr geändert werden. Fran is well known for not excelling in any stats except Vit, and not in the cool ‘jack of all trades’ way, more in the sad ‘bad at everything’ way. It's almost a waste of two classes to pair them together, they don't even have a small overlap like BLM's Staff of the Magi and MNK's Holy. This typically goes to Vahn because he has the best combo rate and fastest attack animations for one-handed swords. Okay, so there are five jobs I can come up with that each work exceptionally well in a three-man party. RBM/ARC, MNK/BRK, BLM/TIM, WHM/MCH, KNI/SHI, UHL/BUS, RBM/ARC, MNK/BRK, BLM/TIM, WHM/MCH, KNI/BUS, UHL/SHI, RBM/ARC, MNK/BRK, BLM/TIM, WHM/SHI, KNI/MCH, UHL/BUS, RBM/ARC, MNK/BRK, BLM/TIM, WHM/SHI, KNI/BUS, UHL/MCH, RBM/ARC, MNK/BRK, BLM/MCH, WHM/TIM, KNI/SHI, UHL/BUS, RBM/ARC, MNK/BRK, BLM/MCH, WHM/TIM, KNI/BUS, UHL/SHI, RBM/ARC, MNK/BRK, BLM/MCH, WHM/SHI, KNI/TIM, UHL/BUS, RBM/ARC, MNK/BRK, BLM/MCH, WHM/SHI, KNI/BUS, UHL/TIM, RBM/ARC, MNK/BRK, BLM/SHI, WHM/TBM, KNI/MCH, UHL/BUS, RBM/ARC, MNK/BRK, BLM/SHI, WHM/TBM, KNI/BUS, UHL/MCH, RBM/ARC, MNK/BRK, BLM/SHI, WHM/MCH, KNI/TBM, UHL/BUS, RBM/ARC, MNK/BRK, BLM/SHI, WHM/MCH, KNI/BUS, UHL/TBM. Black Mage / Red Battlemage The strongest offensive Magick user combination. Good class for Fran. By using our Services or clicking I agree, you agree to our use of cookies. It can also pick up some extra HP with Chaos and Zodiark. Definitely one of the best FF12 job combos. There's also something to be said against mixing the only jobs to max out on Magick Lores (Black Mage) and Battle Lores (Monk) together....I'm not saying that those combinations aren't the two best in the game; just that I don't think it's that cut and dry. So you want to make sure every character has one of those, and make sure if you’re using a Monk and a Foebreaker on the same team, you pick which one will be getting Ultima beforehand and assign the other a different 3x Swiftness class. (Channeling is another consideration for optimization, but given that RDM and BKM are already separated the only potential overlap is WHM/TIM, which is probably the only smart mage pairing in the entire game and worth having only 3 Channelers). Do you (or anyone) have any suggestions for people who will want to stick mainly to a single 3-person group? Definitely because of maxing out Holy, and then reinforced by literally everything else about the matchup. For those of us looking to build an optimal party with access to every weapon and magick, this knowledge can help cut out a lot of false avenues of consideration. It is even more likely that this subset of parties contains the most optimized party,. best secondary jobs octopath. Do the BLM cross-classes offer comparable benefits to BLM/MNK? EDIT 1 CAVEATS: there is a rather crucial foundation which this and many other discussions about RBM/ARC hinge on, and that is whether Burning Bow will boost fire magick damage in Zodiac Age. Final Fantasy XII: The Zodiac Age's job system brings some big changes, like pre-selected jobs with unique boards. Rule 3: Respect Your Strengths - BUS, BRK (Alternatively, TBM Sucks). Yagyu Darkblade – the most powerful ninja sword and best dark-elemental weapon in the game, only usable by a Shikari. Also, each character has different initial stats, which might or might not max out by level 99 when you add level-ups, licenses and gear bonuses. This gives him one of the best possible FF12 job combos. Die besten Jobs für jeden Charakter haben wir in diesem Praxistipp für Sie aufgelistet. Now before anyone starts going on about how you don't need to optimize. This is an insane boost for killing Yiazmat. Using all 12 jobs. Be sure to follow Bright Rock Media on Twitter to stay up to date with the latest articles, reviews and game guides. But you won't be doing buttloads of Ardor/Holy/Excalibur/Yagyu/Masamune/Whale Whisker damage. That’s 3 healers, 2 time magic users, 2x expose/wither, 1x addle/shear, 3x Swiftness on all characters, an Excalibur/White Robes user, a Masamune 1 + Genji Gloves user, a Yagyu Darkblade user, 2 powerful offensive mages. It has a clear assortment of strengths it can contribute and weaknesses it could shore up, making it the easiest of the remaining jobs to tell at a glance whether a cross-class would be synergistic or a waste (BUS, SHI, and WHM by contrast are powerhouses that work with most classes). Rule 2: Easy Eliminations - Don't Waste Your KNI. BLM Black Mage / MNK Monk / RBM Red Battlemage / ARC Archer / KNI Knight / BUS Bushi / TBM Time Battlemage / UHL Uhlan / BRK Foebreaker / SHI Shikari / WHM White Mage / MCH Machinist. I do know that Chaos is required for BLM/MNK to work, and if you want 3xChanneling for RBM/ARC you need Zeromus. Generally considered to be the powerhouse specialized offensive caster. BRK/TBM and BRK/UHL are the worst waste of the BRK class. I think as far as 12-job optimization goes we can safely discard BUS/SHI as a pipe dream. And neither WHM nor UHL synergize as well as BLM with MNK, since one wastes a lot of high-level white magick and the other eats up the second highest amount of battle lores. Be sure to check out the Games Section for more game guides like this one. The best Holy and a secondary healer that tops WHM almost universally trumps a wider range of melee DPS options. Jobs, die gut mit dem Waldläufer zusammen funktionieren: Schwarzmagier, Rotmagier, Paladin, Mönch, Brecher. So, a broken up BLM/MNK party would necessitate: This substantially limits options, and if we further eliminate bad choices, we get: BUS/SHI is only available for the last three. And if we avoid all of the other rules listed above (avoid bad combinations, max swiftness), there are only 2 parties that work: BLM/MNK, RBM/ARC, BUS/SHI, WHM/BRK (Ultima), KNI/TBM, UHL/MCH, BLM/MNK, RBM/ARC, BUS/SHI, WHM/BRK (Ultima), KNI/MCH, UHL/TBM. Also automatically learns Telekinesis for flyers. There are some pieces of equipment that are incredibly useful, so you’ll want to make sure you have a user for each one. So in fact breaking up BKM/MNK is a double whammy for swiftness and esper licenses, because now not only will MNK need Ultima to max swiftness, but BRK will need at minimum Ultima to max swiftness. It pains me to admit it, but I might even consider a party that skips on either Machinist or Time Battlemage to be optimal since neither has much to contribute to a party besides Time Magick. Healer: WHM/MCH - probably better than WHM/TBM. Balthier - Has a great combo speed. Optimizing Swiftness – FF12 best job combos For Swiftness, 7 classes have access to 3x Swiftness, 2 requiring Summons to unlock (Monk & Foebreaker, both requiring Ultima). But, we do know how things worked in the International Zodiac Job System, which means we know with relative certainty what licenses are available to each class and how they can synergize. As far as jobs, it seemed to work with me changing the second job only. The constraints forced by the MNK/BRK dilemma, among other things, make a BUS/SHI impossible, so that benefit is off the table. As for the unused esper, Exodus lets KNI/BUS max out their HP or gives BLM/MNK Heavy Armor 9; Shemhazai gives BLM/MNK Mirror Mail and Potion Lore 3. Also, this does confirm my theory that BUS/SHI is impossible while maxing the party's swiftness and optimizing it otherwise. We don't really know yet how weapons or stats were tweaked this time around, so damage calculation may not be a precise art until we get our hands on the data. It gives White Mage 3x Swiftness. BLM/MCH has generally poor synergy; even though it works similarly to the WHM/MCH, the gun has less utility for an offensive mage. Thanks for the insight on the Jobs, but for me the thing that gives me the most doubt is not "what jobs should i combine and to give to whom" but also "what espers should i use with which class" ... the major caveat here is that espers give different bonus skills when paired with a special job, and i cant really judge which bonus skill is better / more important than the other. more than imposed difficulty runs. Breaking up a BLM/MNK solely for Genji Gloves is frankly stupid if you're looking to optimize damage, especially when a Genji'd BUS/UHL or BUS/KNI will probably do more damage, and has options for Genji + White Robes + Holy Lance/Excalibur. Monk gives Samurai all 16 battle lores, dramatically increasing katana damage, while Samurai gives monk a substantial amount of magick lores to increase their white magic output. Jeder Charakter eurer Party hat bereits von Beginn an einige Lizenzen und Fähigkeiten freigeschaltet und ihr müsst diese nicht erst mit LP kaufen.Es ist daher sinnvoll, die individuellen Fähigkeiten eurer Mitglieder weiter zu verbessern und das in die Job-Entscheidung mit einzubeziehen. Follow me! Thus, BLM/MNK can learn the strongest Holy in the game with the Chaos esper, and RBM/ARC can use Burning Bow to learn the strongest Ardor spell (excepting when paired with BLM to use Flame Staff and extra magick lores). Okay, so I can actually do this offhandedly because your party is very close to mine. Trust me, it's a good party. Unfortunately, this class only gets 2x Swiftness, so even though its magic power is higher, I find that it’s better to go with…. RBM/ARC is a great WHM substitute for most of the game and will eventually do maximum Ardor and Darkga damage. I actually had a similar thought when I was browsing the XIV sites. It can also learn additional black and white magick through Shemhazai and Cuchulainn. I'm not saying that those combinations aren't the two best in the game; just that I don't think it's that cut and dry. In the case of magick-resistant enemies, even the Monk's Poles are worthless because of their damage calculation. I’d suggest making him your Shikari to take advantage of the Yagyu Darkblade. You have a choice between Black Mage/Red Battlemage and Black Mage/Monk. For those who insist on using every job once, it's hard to get more optimal than these: Breaker/Hunter White Mage/Machinist Samurai/Knight Black Mage/Monk Time Mage/Uhlan Red Mage/Archer or Breaker/Hunter White Mage/Machinist Samurai/Monk …