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#1 People usually think it's very frustrating to decide what magics the Sages actually should learn. It's pretty common to go like "what? ALL magics on this level rock! I don't wanna leave anything! WTF? Aaaw...!" This happened to me as well, so in order to avoid further headaches for future players of this game, I've invented some nice structures below, and I think they make lots of sense: Cure - Pure - Sight Cure - Pure - Chocb Aero - Toad - Mini Venom - Blind - Shiva Cure2 - Exit - Ramuh Cure2 - Wash - Ramuh Libra - Ice3 - Ifrit Confu - Ice3 - Ifrit Cure3 - Life - Safe Cure3 - Bolt3 - Titan Soft - Haste - Warp Fire3 - Bio - Odin Cure4 - Heal - Wall Cure4 - Heal - Levia Life2 - Holy - Baham Life2 - Flare - Baham This, of course, is intended for use by TWO Sages. I left out inferior stuff such as Fire, Ice, Bolt and the like, because you'll most likely never use any of those. I ditched Meteo as well, because it's just a weaker version of Bahamut. I did chose most single status healing magics, though, in case Heal runs out during some critical scenario. How do you like my structures? ![]() ![]() Last edited by Peter_20; 05-13-2006 at 05:09 PM. |
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| Administrator | Here's an old list I dug up, probably from my first time through the game. I'd say it holds up all right. Sage #1
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