The tree posted in the other thread should be the current one. Relinking it here for clarity.
The skills and monsters you're looking for are:
Chocobo (Any) - Chocobo Cure
Elemental (Fire Elemenal) - Explosion
Skeleton (Darkest Knight) - Dark Wave
Lamia (Any) - Slavery Song
Tortoise (Any) - Critical Rush
Malboro (Worm Hydra or Malboro) - Bad Breath
Floating Eye (Plague) - Doom Gaze
Esper (Welkin) - Lightning Spirit
Ghost (Ghost or Wraith) - Haunt
Dragon (Earth Dragon) - Quake
Lucavi (Zalera) - Flare (Flare 2? I forget what its currently called in the patch)
Zodiac Beast (Serpentarius) - Zodiac
That's everything Rad can learn in no particular order.
Round 1: Oh my god, DW I am *so* sorry. That was just uncalled for brutality.
Round 2: That really is exactly how I'd hoped my team would work. Overpowering damage from a distance that stops the opposing team from getting close. Having such a large, empty map really nailed it. Lancer remembered he had Jump. Geo finally remembered she had Geomancy.
That poor Monk couldn't catch a break.
Team: Weapons of War
Last Revision: 7-28-16
Jump Range 6, Vertical Ignore
Seal Evil, Execute, Cover Fire
X-Potion, Chrono's Tear, Antidote, Soft, Bandage, Phoenix Down
Hi-Potion, X-Potion, Ether, Hi-Ether, Antidote, Chrono's Tear, Echo Grass, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down
Magic Attack Up
Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava Ball
Fire, Bolt 2, Frog, Death
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.
The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.
I see Ramza actually changed some of his skills, that's kind of interesting.
Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.
I can easily make Ramza a Vanquisher, which is honestly thematically appropriate for him.
- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.
- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.
I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.
(Also I'm a bit confused as to which damage stat they use, MA I assume?)
- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.
- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.