![final fantasy 12 white mage time mage gabbits final fantasy 12 white mage time mage gabbits](https://i.pinimg.com/736x/3e/9a/20/3e9a20130cd45b0b998dcd185060b186.jpg)
- #FINAL FANTASY 12 WHITE MAGE TIME MAGE GABBITS MOD#
- #FINAL FANTASY 12 WHITE MAGE TIME MAGE GABBITS FULL#
- #FINAL FANTASY 12 WHITE MAGE TIME MAGE GABBITS MODS#
I'm really happy we are living in a time of the internet where the Japanese/Korean games industry has some competition so that they have to put in some work/effort instead of relying on the tired old 'random encounters every few seconds' and 'tedious grindfest to get more powerful' instead of actual nice gameplay.White Mage is the original healing class of Final Fantasy 14. Take it as they make it or bugger off, basically.
#FINAL FANTASY 12 WHITE MAGE TIME MAGE GABBITS MODS#
This style of gameplay has always been terrible trash but non-Japanese people tolerated it because we had no other choice (no real Western games market back in the earlier days) so almost all games came from Japan as-is with no mods or patches available. The devs deliberately programmed it that way and they designed the game to be as tedious and time-consuming as possible. Then even though they were programmed into the game, every single drop from enemies was below 12.5% with only a small handful of them being the 6.25% rate. So the 100% droprates were only used for specific bosses and quest items to advance the story. Many useful items had droprates below 3% or even below 1%.
#FINAL FANTASY 12 WHITE MAGE TIME MAGE GABBITS MOD#
I did a mod for Shining in the Darkness (Sega Genesis/MegaDrive 16-bit game) many years ago and the editor that I used is what allowed me to dive in and take a look at things. I'm ok with reasonable droprates but some of them have been just absolutely ridiculous. Getting a nice critical hit at JUST the right time can turn the tide of battle depending on the game. Like for me, RNG chance of a critical hit is fine and it is exciting/engaging. Many gamers have different ideas of 'acceptable' RNG in their eyes. That way, after battle she heals, in case of critical damage she heals, and if she is doing nothing she attacks. Do not need tank? Vaan/Basch/Ashe.Ī strange gambit combination I am enjoying at the moment, even if it's a bit redundant is for healer: Need quick DPS to clean maps? Come Vaan/Basch/Balchier Need sustain? Penelo/Fran/Balchier. With those teammates, I will try to keep their gambits without too many changes and just swap them around depending on circunstances.
#FINAL FANTASY 12 WHITE MAGE TIME MAGE GABBITS FULL#
The last one will be the Shikari/Bushi? (the combo for yiazmat) to help make full damage against that stupidly long game, primarly DPS. Then I will have 2 tanks, one full tank/dps (Balchier, Kinght + Bushi/Monk to mainly decimate enemies and get their attention (and survive) while helping with the buffs spells) and an offtank/debuffer Vaan as a strange combination of Uhlan+Time Mage to help buff(hastega)/debuff and destroy enemies. Then I will have a full time magic caster with gambits for Elemental weakness or Oil+Ardor (Ashe, Black mage + Red Battlemage) Penelo will have Gambits set to full heal with some support (will I try to use Decoy? still not sure), while Fran while game Gambits for full support with some heals (Maintain Protect/Shell/Hastega/Berserk and some debuffs). Here is what atm I pretend to do (early game, just got Ashe and Penelo), I am having 2 supports, one full healer (Penelo, White Mage+Monk/Machinist/Red battle mage) and the other half half (Fran, Machinist+Monk/Time Mage(not sure yet)). So basically, gambits are annoying and not many people care greatly for them.