The setup allows Balthier (he was my primary healer AND used guns) to properly heal allies whenever they get damaged by a sufficient amount and immediately recover his MP should it run too low. Once you understand how each gambit works and how to prioritize them, you can start doing more expansive setups like this: However, gambits aren’t all inclusive and even though your character might have a gambit that’s working the way it supposed to, it may still not work in a way you want to:įoe: Any -> Dispel (This spell is used to get rid of beneficial effects like Brave or Haste, but debilitating effects like Slow and Stop are also removed using this spell as well…even if these are the only spells effecting an enemy) Simply use it yourself if you really need it).įoe: Party leader’s target -> Attack (This is a basic attack gambit that prevents characters from attacking any enemy in sight, but they’ll ignore everything else in the fight regardless of what’s going on) Self -> Libra (There’s no reason to prioritize this ability over others in the middle of a fight. Similarly, there are some gambits that should always come after others: Effective if you don’t have enough MP, Raise or worried about time)Īlly: HP Esuna (Any character with this gambit will use Esuna on an ally who has any applicable status effects) With that in mind, there are certain gambits that should almost always come before others:Īlly: Any -> Raise (This means that whenever an ally gets KO’d, this character will use Raise to revive them)Īlly: Any -> Phoenix Down (Same as before but with Phoenix Down. On the other hand, a character with a healing gambit ahead of an offensive one will only attack if your characters are healthy. Therefore, a character who has an offensive gambit ahead of a healing one will only heal when there are no enemies to attack. The order gambits are arranged in dictate the priority that characters will undertake each listed action. As the tutorial says, there’s a significant difference between placing an offensive gambit ahead of a defensive one and vice-versa. Just as important as the conditions for each gambit, is the order by which you put them. For example, a character can be set to heal an ally if they fall below a specified percentage of health or use a certain attack if they encounter an enemy with a certain amount of health. By purchasing various gambits from the associated vendor (all are available after Barheim Passage), players can give their characters a list of actions to automatically do based on specified conditions. This is where proper use of gambits come in. Yes, you can issue commands to your teammates and you often will, but doing so repeatedly will get annoying quickly. The game expects you to only have direct control over one character at a time. To put it simply, more than anything else, gambits are what will determine your experience in this game. You get introduced to gambits in passing early on, but you only get to seriously interact with the mechanic after Vaan’s failed attempt at grand larceny. Below are is a run-down of the various mechanics that I believe are the most important for new players to understand. And it’s in your best interest to do so: there’s a world of difference between a playthrough done by players who understand these mechanics and those done by those who don’t.įortunately, this is where this guide comes in. Things start off easy enough when you’re fighting rats in a sewer, but as things become more complex, it becomes increasingly necessary to know your way through the game’s various mechanics. Between gambits, jobs, loot and other systems, there’s a lot of stuff for new players to absorb and understanding them all can make a world of difference in your first playthrough. Final Fantasy XII The Zodiac Age is notable because it is arguably the most complex mainline Final Fantasy to date.
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