KinuNishimura

Four Job Fiesta Job Overview

May 9th, 2024
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  1. [b]I'M A PERSON WHO'S NEVER THOUGHT ABOUT THIS IN 2024 AND I'M POSTING ON SOMETHING AWFUL! WHOA! THERE ARE JOBS IN THIS VIDEO GAME?![/b]
  2.  
  3. hi my names forums poster kinu nishimura and if youre a human being who hasnt played this video game a thousand times in tyool 2024 you may enjoy this primer of the jobs in the video game!
  4.  
  5. [timg]https://pbs.twimg.com/media/DYCs3dtW4AAYy52?format=jpg&name=large[/timg]
  6.  
  7. [b]WHEN IS IT JORBING TIME?[/b]
  8.  
  9. The jobs in this game come mostly in five distinct chunks—the Wind Crystal jobs at the Wind Shrine, the Water Crystal jobs in the Walse Tower, the Fire Crystal jobs first after the Fire-powered Ship and second at Crescent Island's Chocobo Forest, and the Earth Crystal jobs after the Ronkan Ruins and the battle with Dr. Clapperclaw. Aside from these, Freelancer is available from the beginning of the game, Mime is available late in the game from the sunken Walse Tower, and the remaining jobs in the GBA version come after completing all four of the Tablet dungeons, but all of these are only available in certain run types.
  10.  
  11. [b]WHOA! WHAT DO THEY DO? HOW DO THEY ENABLE MY SAUCY LITTLE GAMER TACTICS?[/b]
  12.  
  13. [img]https://static.wikia.nocookie.net/finalfantasy/images/1/16/Freelancer_Job_from_FFV_SD_art.png[/img]
  14. [b]Freelancer[/b]
  15. Availability: Always
  16. Equipment: All
  17. Strengths: Unparalleled variety
  18. Weaknesses: Your other jobs, low initial stats
  19.  
  20. Freelancer is the default job you begin the game in, and it has a number of notable unique traits. It has no inherent stat bonuses or penalties, but it inherits the highest of each stat modifier from all the jobs the character has mastered. It also inherits all innate passive skills and has two slots to place active skills in—so, essentially, an endgame Freelancer is a class with all of the best traits of the other jobs you have. Moreover, Freelancers can equip [i]anything[/i]. Ribbons? Death Sickles? Dark Bows? Angel Robes? You name it, you've got it. This can do a great deal to shore up your otherwise low stats and hit through certain fights that a given job might have an easier time with. However, while the job itself is great, you do have to be aware that its stats and abilities are only as good as the rest of your party.
  21.  
  22. [img]https://static.wikia.nocookie.net/finalfantasy/images/7/78/Knight_Job_from_FFV_SD_art.png[/img]
  23. [b]Knight[/b]
  24. Availability: Wind Crystal
  25. Equipment: Knives, Swords, Knight Swords, Shields, Heavy Armor
  26. Strengths: Generally bulky and strong, unique and powerful weapons, useful defensive abilities
  27. Weaknesses: Relatively slow, no ranged weapons, I really hope you don't like running from battles
  28.  
  29. Your bread and butter physical tank job, Knight can negate damage to itself with Guard, defend low-HP allies with its innate Cover, and is the only class that can equip Knight Swords, a unique subset of swords that includes useful tools like the Defender and Excalibur. If you sacrifice Shields, you can also use Two-Handed, which lets them wield a weapon in both hands to double its power. While Swords have few unique abilities or useful riders (few, not none,) they generally have quite high Attack ratings, and a Two-Handed Brave Blade (a weapon obtainable in World 3 that gains power the fewer times you run) can be the single highest attack power weapon in the whole game! Generally, a Knight can boost your survivability and raw melee power, but has few flashy tricks and does encourage you to never run from battles ever. How Brave are you?
  30.  
  31. [img]https://static.wikia.nocookie.net/finalfantasy/images/4/4e/Monk_Job_from_FFV_SD_art.png[/img]
  32. [b]Monk[/b]
  33. Availability: Wind Crystal
  34. Equipment: None
  35. Strengths: High earlygame power, low upkeep cost, highest Strength and Stamina, Counter
  36. Weaknesses: Poorly scaling attacks mean a low-power mid and endgame, Kick blows
  37.  
  38. Monks have enormous beef, I mean huge beef, and a huge Strength stat to carry on—largest in the game! Their weapons are their fists, a two-hit weapon that scale with their level. They can counter physical attacks, and get huge HP buffs from further levels. So what's the problem? Well, their weapons scaling with their level means that when levels slow down in Worlds 2 and 3, they can't keep up—it takes huge levels for Monks to start comparing to other physical jobs at that point. While they are cheap to outfit because they don't really need weapons, they really just aren't very strong past that point. Their Barehanded ability can pass on their offensive power to other jobs, though, and if you have Bard or Chemist to buff their in-battle level, Monks can become truly nightmarish forces of destruction in endgame again... provided you can wait. Also, their unique command, Kick, is just bad. It's just bad.
  39.  
  40. [img]https://static.wikia.nocookie.net/finalfantasy/images/3/32/Thief_Job_from_FFV_SD_art.png[/img]
  41. [b]Thief[/b]
  42. Availability: Wind Crystal
  43. Equipment: Knives, Boomerangs
  44. Strengths: [b]VELOCITA[/b], like you can steal items which gives you dummy early access to a bunch of different items that certain jobs like, [i][b]VELOCITA[/b][/i] (But on the map)
  45. Weaknesses: Glass bones, paper arms, rough solo segment
  46.  
  47. Thief is the fastest job in the game both on the map (doubling your run button speed) and in combat, and Stealing, shockingly, lets you steal items from enemies. This can get you things like a stupid early Gaia Hammer for Berserkers, Lamia's Tiaras for Dancers, early Hi-Potions period, stuff like that. Mug also lets you use the Chicken Knife (a weapon that you can get in W3 that gets more powerful the more you run) with no penalty! How nice! That said, Thief needs the help—its low offense, weak weapons, and having the consistency of a glassware shop mean that it has a tough time any time it needs to put on offensive pressure. The Boomerangs are a great tool here, as Twin Lances can do a lot of work and are probably their best weapon for a lot of the game. Also, good luck with Garula. Be sure to steal some Mythril Knives, you'll need them.
  48.  
  49. [img]https://static.wikia.nocookie.net/finalfantasy/images/e/ef/Black_Mage_Job_from_FFV_SD_art.png[/img]
  50. [b]Black Mage[/b]
  51. Availability: Wind Crystal
  52. Equipment: Knives, Rods
  53. Strengths: [b]POWER[/b], element boosting, certain status ailment abilities, high Magic and MP
  54. Weaknesses: Made of paper, multi-target spells are weakened
  55.  
  56. Black Mages are Black Mages, so they get your standard suite of offensive spells in the Fire, Blizzard, and Thunder line, as well as spells like Bio, Drain, Toad, and Osmose. And Flare I guess. By far their most powerful ability is to make use of elemental magic freely and boost those spells' power with the according elemental rods. They can pop some incredible damage! They also kinda guzzle MP, but that's to be expected. Your casting ability will be gated by your in-game progress since you buy spells at shops, but the class scales well, and you can even break some rods (use them as an item while they're equipped) if you're in a pinch. However, they're worthless physically, so enemies with high Magic Defense can be tricky, and a multi-target penalty on their spells means they're better at handling single-targets. Still, great class!
  57.  
  58. [img]https://static.wikia.nocookie.net/finalfantasy/images/9/90/White_Mage_Job_from_FFV_SD_art.png[/img]
  59. [b]White Mage[/b]
  60. Availability: Wind Crystal
  61. Equipment: Staves
  62. Strengths: More Healing than God, Defense buffs, status cures, you know, general healer stuff
  63. Weaknesses: You are going to have the most miserable Garula fight imaginable and I pity you greatly. Also, good luck dealing damage until World 3 lol
  64.  
  65. FF5 is a game where healing is actually a bit low on the ground and weak outside of direct healing spells, so White Mage's curative abilities are really nice! On-command healing, revival, and whatnot is great to have around, and can give physical characters something to do with their MP. Generally, it's a nice class to have around, but obviously you aren't doing much damage until a ways into World 3 when you can get the Holy spell. White Mage has a [i]miserable[/i] start, barely able to deal damage outside of one [i]decent[/i] weapon in the Flail, and are going to have an absolute slog of a fight against Garula to unlock your Water job. Still, once you're past that, you can heal jobs that can actually damage things once in a while!
  66.  
  67. [img]https://static.wikia.nocookie.net/finalfantasy/images/3/37/Blue_Mage_Job_from_FFV_SD_art.png[/img]
  68. [b]Blue Mage[/b]
  69. Availability: Wind Crystal
  70. Equipment: Knives, Swords, Rods
  71. Strengths: A great toolkit of unique spells including Wind and Fire spells, healing, defense, the Level spells which auto-hit or auto-apply to enemies with divisible levels, and so on
  72. Weaknesses: Relatively low innate power, you actually have to get the spells
  73.  
  74. Blue Mage has an incredibly wide toolkit with some really powerful and unique tools that require a bit of knowledge to get the most out of. Among them is the fact that since you need to get hit with the spells, you need to learn where to find them—there's no shame in looking this up, some of these things are obscure. While Blue Mage's ability to deal direct damage isn't the best, its sheer utility can greatly make up for it, and it has a wide enough equipment set to make up for it, too. Be prepared to hunt down some stuff, and really study your opponents—some enemies will be weak to things you really might not be expecting. Happy hunting!
  75.  
  76. [img]https://static.wikia.nocookie.net/finalfantasy/images/d/db/Red_Mage_Job_from_FFV_SD_art.png[/img]
  77. [b]Red Mage[/b]
  78. Availability: Water Crystal
  79. Equipment: Knives, Swords, Rods
  80. Strengths: Dualcast is an incredibly powerful ability, especially in combination with other mage classes, and also you can snap rods and have decent equipment
  81. Weaknesses: High AP cost for Dualcast, low stats, Red Magic stops very quickly
  82.  
  83. Red Mage is a strange job. Red Magic, its innate command, gives it Black and White Magic—but only from levels 1 to 3. It gets Swords and Rods, giving it quite a few tools, and you'll need to get used to using some esoteric tools to make the most of it. However, when combined with other mage classes like Black or White, you can add their full commands to Dualcast—making Red Mage an incredible tool for mage synergy.
  84.  
  85. Even without another mage class, though, Dualcast can still remain a way to make the most of Red Mage's limited spell set, which peaks at only tier-2 magic spells. And, uh, it costs... a LOT of AP. Get to grinding!
  86.  
  87. [img]https://static.wikia.nocookie.net/finalfantasy/images/c/c1/Time_Mage_Job_from_FFV_SD_art.png[/img]
  88. [b]Time Mage[/b]
  89. Availability: Water Crystal
  90. Equipment: Knives, Rods, Staves
  91. Strengths: Heavy buff and debuff abilities, including Float, Haste, Slow, and Graviga, high magic and the ability to transfer Equip Rods, Teleport lets you exit dungeons, Quick
  92. Weaknesses: Low innate non-rod power in World 1, uhhhh I guess you have to do the Trench if you want Meteor I guess?
  93.  
  94. Time Mage is really good. With unparalleled action economy due to the power of Haste and especially Slow, utility skills in Teleport and Float, the ability to transfer Rods to other units if need be for snapping them, and the ability to use both Rods and Staves for snapping and utility, Time Mage can just do a lot. Comet and Meteor can also deal piercing, albeit random, magic damage.
  95.  
  96. Also, Quick lets you take two actions at once for a high MP price, but using a Poison Rod on an enemy as your first action inflicts Sap, which gradually drains its HP, so you can sit on it forever in the frozen time until the enemy dies. This works on everything. Haha funny
  97.  
  98. [img]https://static.wikia.nocookie.net/finalfantasy/images/b/bc/Summoner_Job_from_FFV_SD_art.png[/img]
  99. [b]Summoner[/b]
  100. Availability: Water Crystal
  101. Equipment: Knives, Rods
  102. Strengths: An unparalleled ability to hold the confirm button until a battle ends, and the best defensive buff in the game
  103. Weaknesses: Can't beat Omega by itself, I guess?
  104.  
  105. In my opinion, Summoner is the strongest job in the game as far as ease of use versus power goes. Summoner specializes in, well, summons, which you unlock from optional fights or sidequests. Most of them are some kind of all-target magical attack, and the roster of spells scales pretty well as the game's progress goes on. Endgame, using the Syldra summon with Wind-boosting equipment can basically obliterate all of your foes with incredible ease.
  106.  
  107. Moreover, Golem protects from physical damage in a totally unique way, and Summoner is even great for carryover, having the highest innate Magic stat of any job in the game that isn't version-exclusive. Phoenix even gives you multi-target revival, if you're willing to get it! There are times when its power dips, but Summoner is just generally incredible.
  108.  
  109. [img]https://static.wikia.nocookie.net/finalfantasy/images/9/94/Berserker_Job_from_FFV_SD_art.png[/img]
  110. [b]BERSERKER[/b]
  111. Availability: Water Crystal
  112. Equipment: Knives, Axes, Hammers, Shields, Heavy Armor
  113. Strengths: Huge beef, solid damage, and a totally unique and often interesting weapon type
  114. Weaknesses: Bad at taking orders
  115.  
  116. It's them. It's the job. It's the job you're here for. Berserker is what it's all about baby. Berserkers are physical beatsticks who can only attack normally and do so outside of your controller, bonking random foes whenever their turn pops. They're slow, their weapons have wide damage variance, and their most reliable trait is their unreliability.
  117.  
  118. Berserkers own. Their damage output is honestly consistently solid, and they can consistently pierce enemy defense with axes and hammers. They get at least one long-range weapon for backrow offense, and get unique weapons like the Death Sickle, which inflicts instant death (this works on at least three bosses), or the Rune Axe, which goes hand in hand with magic boosting abilities to skyrocket their power. Just be sure Zerky knows where he's punching.
  119.  
  120. [img]https://static.wikia.nocookie.net/finalfantasy/images/a/a5/Mystic_Knight_Job_from_FFV_SD_art.png[/img]
  121. [b]Mystic Knight[/b]
  122. Availability: Water Crystal
  123. Equipment: Knives, Swords, Shields, Heavy Armor
  124. Strengths: Elemental coverage, status ailment coverage, solid overall stats
  125. Weaknesses: Middling damage with no weaknesses, good luck in certain areas
  126.  
  127. Mystic Knights can use the Spellblade ability, which allows them to charge up their weapon with a number of Black Magic spells and a few White Magic spells. This can allow them several buffs such as being able to hit elemental weaknesses, inflict status ailments guaranteed if their attack connects, and heal themselves with Drain Sword.
  128.  
  129. On the one hand, they have a bit of a curve in their ability to actually deal damage when you're dealing with enemies who have no weakness. World 2 is a bit rough for them damage-wise. On the other hand, they can instakill one fourth of Neo Exdeath, so that's cool. Apply your knowledge for this one!
  130.  
  131. [img]https://static.wikia.nocookie.net/finalfantasy/images/8/8c/Beastmaster_Job_from_FFV_SD_art.png[/img]
  132. [b]Beastmaster[/b]
  133. Availability: Fire Crystal 1
  134. Equipment: Knives, Whips
  135. Strengths: Strong unique weapon type, incredibly versatile core ability, pairs well with Blue Mage
  136. Weaknesses: Mediocre stats, you have to actually use the incredibly versatile core ability
  137.  
  138. Beastmasters specialize in controlling the monsters you encounter, whether through the Control ability, actively controlling them, or Catching them, then releasing them later for a powerful attack. You can Catch one enemy at a time, and every enemy has a unique attack of some sort. You can get some incredible bombs to drop on your foes with Catch, but you do have to get the enemy below 12.5% HP earlygame (50% with a later accessory) and you have to lug them around there, it's like loading a cannon before you fire. I find this really bothersome.
  139.  
  140. Besides this, Beastmasters are pretty mediocre, but whips are neat. They're backrow-compatible weapons with decent stats, and most of them have a 50% chance to Paralyze enemies, stunning them for a bit. This can come in handy against far more foes than you might think. IF you roll them, do consider that!
  141.  
  142. [img]https://static.wikia.nocookie.net/finalfantasy/images/d/da/Geomancer_Job_from_FFV_SD_art.png[/img]
  143. [b]Geomancer[/b]
  144. Availability: Fire Crystal 1
  145. Equipment: Knives, Bells
  146. Strengths: Immunity to damaging tiles, quick to master
  147. Weaknesses: All that hippie shit
  148.  
  149. As far as caster classes go, Geomancer is like going up to a vending machine, pushing a button at random, and getting a bottle of Dasani. It will technically keep you hydrated, but the experience will leave you constantly wishing you were drinking anything else. Why, you could get immunity to damage tiles out of your kitchen tap, and you've found yourself stuck outside in the wilderness with a Geomancer, claiming it can do the same job when your kitchen tap also helps you in the arduous task of washing dishes. You know your kitchen tap, its water is familiar, comforting, even if it's not your favorite water. Geomancer is not your kitchen tap water. It's not water you find from a water fountain in an office building, so cold you could freeze yourself on it, the one thing that can help soothe you when you've got a horrific toothache. It's not even the horrid concoctions that the water-mixing TikTok people make, because at least those have a horrific sort of comedy value.
  150.  
  151. Huh? What does it do? Oh, Geomancers use Gaia, an ability that uses one of four possible moves depending on your current terrain. The range of them increases as you gain more levels, meaning that the ability becomes less consistent as the game goes on, and about the maximum meaningful contribution you'll ever get is a, say, 1000-damage all-target against Neo Exdeath, which is the bare minimum for a job to be considered alive for legal purposes. Its stats are okay for a caster but very minimal, Gaia does not count as a spell for legal purposes so old men will get mad at you for it, and bells might as well not exist, they're basically worse axes in every way.
  152.  
  153. Geomancer. It costs $2.50 at a vending machine. $2.50? How much do vending machines cost these days? Inflation is a hell of a thing.
  154.  
  155. [img]https://static.wikia.nocookie.net/finalfantasy/images/4/42/Ninja_Job_from_FFV_SD_art.png[/img]
  156. [b]Ninja[/b]
  157. Availability: Fire Crystal 1
  158. Equipment: Knives, Short Swords, Boomerangs
  159. Strengths: Real ultimate power, great synergy, Dual-Wield
  160. Weaknesses: Somewhat frail, can't make full use of Throw on their own
  161.  
  162. Ninja is a fantastic job! It has the innate ability to wield two weapons simultaneously, the value of which I should think would be obvious, along with having a few unique weapons and the same boomerang-type weapons as Thieves. They're fast, they do solid damage, and they have the Throw ability, which allows them to toss shuriken, old weapons, and scrolls for easy expendable damage.
  163.  
  164. Scrolls are very powerful magic that can be made even better use of by any mages you've got lying around, shuriken are strong and fuma shuriken even stronger, and Dual Wield is an ability that goes well on literally any job that wants to swing a weapon at a foe, which is at least half of them. It's hard to find flaws with Ninjas, or a job they don't synergize with. I guess the saddest thing is they can't boost their own scrolls, but they're just generally really good.
  165.  
  166. [img]https://static.wikia.nocookie.net/finalfantasy/images/7/76/Ranger_Job_from_FFV_SD_art.png[/img]
  167. [b]Ranger[/b]
  168. Availability: Fire Crystal 2
  169. Equipment: Knives, Bows
  170. Strengths: Accuracy, status ailments, rapid-fire
  171. Weaknesses: Rapid-fire is kind of costly for AP
  172.  
  173. Rangers specialize in the dual-handed Bows, which means they can't equip anything in their off-hand. Their stats are only pretty okay, but they start with Aim, an ability that guarantees a physical attack lands, and can master up into Rapid Fire, an ability which hits four times on random enemies for half damage, that ignores Defense and cannot miss. Rapid Fire is [i]good[/i], and very worth getting.
  174.  
  175. Bows also come in various elemental and status varieties, allowing for infliction of ailments like Blind, or even Death. Their third ability, Animals, is even a fairly decent random ability. Like Gaia, it unlocks new stuff as it levels up, but for much of the game you'll mostly have a good shot of rolling Nightingale, a decent all-target heal that also cures Poison and Blind.
  176.  
  177. They're accurate, they can do neat stuff, and they get Rapid-Fire. Costs a lot of AP, though.
  178.  
  179. [img]https://static.wikia.nocookie.net/finalfantasy/images/b/b9/Bard_Job_from_FFV_SD_art.png[/img]
  180. [b]Bard[/b]
  181. Availability: Fire Crystal 2
  182. Equipment: Knives, Harps
  183. Strengths: Incredible buff abilities, massacres undead, Stop master, great final weapon
  184. Weaknesses: Made of paper, single-minded, the rest of the Harps aren't really a thing
  185.  
  186. Bards are a fantastic job, but you have to know what you're doing. Bards' primary ability is Bardsong, which has two types of songs—instant-cast, and sustained-cast. The instant-cast are simple, inflicting the enemy party with Stop or Confuse, destroying undead enemies, or giving all-target Regen, but the others cause the Bard to continue singing, boosting the party's innate stats by a bit each time their turn would've come up. The only way to stop them is to hit them out of it after they start singing.
  187.  
  188. The power of their lockdown and undead obliteration makes them invaluable in certain areas, and they can smash lategame bosses with their buff songs, even making certain jobs like Monk viable through sheer strength. Of course, they're also made of paper. They're REALLY made of paper, and they can't meaningfully deal direct damage to non-undead enemes at all. You have to know what you're doing. But man, holy moly are they good.
  189.  
  190. [img]https://static.wikia.nocookie.net/finalfantasy/images/1/1b/Dragoon_Job_from_FFV_SD_art.png[/img]
  191. [b]Dragoon[/b]
  192. Availability: Earth Crystal
  193. Equipment: Knives, Spears, Heavy Armor, Shields
  194. Strengths: Uhhhhhhhhhhhhhhhhhhhh
  195. Weaknesses: Uhhhhhhhhhhhhhhhhhhhhhhh
  196.  
  197. i guess this job exists. god ive gotta be real. dragoon is so boring. i guess it works. it has serviceable bulk. it can deal... a damage. im sorry. you rolled the most boring job in the game. ive got nothing else to say
  198.  
  199. [img]https://static.wikia.nocookie.net/finalfantasy/images/9/9a/Dancer_Job_from_FFV_SD_art.png[/img]
  200. [b]Dancer[/b]
  201. Availability: Earth Crystal
  202. Equipment: Knives, Ribbons and Co.
  203. Strengths: Ribbons are amazing, incredible DPS if you're lucky
  204. Weaknesses: IT'S RNG TIME BABY
  205.  
  206. Dancers have near-exclusive access to Ribbons, which boost all stats and give immunity to a whole host of status ailments. They also get the unique Man-Eater knife and three unique items that boost the rate of their powerful Sword Dance, a Dance that gives quadruple the damage of a regular attack.
  207.  
  208. Dance has a 25% chance of rolling Sword Dance normally, and their meager stats aren't enough to keep up otherwise, but a good Sword Dance is a hell of a drug even if the other three Dances are basically worthless. You're made of paper but you must groove. Roll the dice and soon you will Knife.
  209.  
  210. [img]https://static.wikia.nocookie.net/finalfantasy/images/e/e1/Samurai_Job_from_FFV_SD_art.png[/img]
  211. [b]Samurai[/b]
  212. Availability: Earth Crystal
  213. Equipment: Knives, Katanas, Shields, Heavy Armor
  214. Strengths: Good stats, great unique weapons, awesome damage output
  215. Weaknesses: :tenbux:
  216.  
  217. Samurai is an awesome job with solid physical bulk, good Strength, and Katanas, a weapon class with the rare ability to critical hit. They also get innate physical evasion with their Shirahadori ability even before their shield or innate evasion is put in, so they're quite tanky.
  218.  
  219. Their innate command, Zeninage, hurls a bunch of your money at the enemies to absolutely dome them depending on your level. Zeninage is hideously powerful, but it can cost a lot of money depending on where you are. It's a great get-out-of-encounter-free card or a way to obliterate bosses... provided you've got the cash. There's no real flaws with Samurai—their final command can even instant-kill several important enemies. Great job!
  220.  
  221. [img]https://static.wikia.nocookie.net/finalfantasy/images/e/e7/Chemist_Job_from_FFV_SD_art.png[/img]
  222. [b]Chemist[/b]
  223. Availability: Earth Crystal
  224. Equipment: Knives, Staves
  225. Strengths: Fantastic curatives, great offense, and incredible buffs all rolled into one amazing ability
  226. Weaknesses: The !Mix Chart
  227.  
  228. Chemists are rather unassuming at first blush, with okay stats, an innate that doubles the healing of Potions, and the ability to just coif certain Drinks for buffs like boosted Strength or Level. These are great, actually! They're already good! However, the strength here is in their Mix ability. Mix mixes two consumable items or other ingredients together to cause [i]something[/i] to happen.
  229.  
  230. The something can frequently be incredibly powerful—but you've got to have the ingredients. Instant-kill potions, the strongest drain effect in the game, level buffs, double HP, immunity to elements, all this and more can be yours through experimentation or consulting the chart! But you're going to have to massacre a lot of turtles, and if you'd rather turn your brain off and auto-battle some randoms, it will be a bit more of a pain with Chemist, as outside of their abilities, they're pretty mediocre. But Mix is really just incredible. It can smash open scenarios no other class can, and cause some truly heinous stuff.
  231.  
  232. [img]https://static.wikia.nocookie.net/finalfantasy/images/4/4a/Mime_Job_from_FFV_SD_art.png[/img]
  233. [b]Mime[/b]
  234. Availability: Sunken Walse Tower
  235. Equipment: Knives, Rods, Staves, Boomerangs, Shields, Heavy Armor
  236. Strengths: Versatility
  237. Weaknesses: Late unlock, the rest of your team
  238.  
  239. Even more than Freelancer, Mime, which you unlock from a battle against the Famed Mimic Gogo, requires the rest of your team. With an eclectic set of equipment and the ability to set any three of your pool of learned abilities, Mimes thrive with a wide pool of abilities to learn. Like Freelancers, they also inherit the best stats of each of your other mastered jobs and any innate abilities. Got some high stats and awesome abilities? Mime can equip all of them together, AND it can also Mimic other actions for no cost.
  240.  
  241. Of course, if you're playing legit, it unlocks when the final dungeon is open, but that's beside the point. Mime can do work, but it needs support.
  242.  
  243. [img]https://static.wikia.nocookie.net/finalfantasy/images/f/f6/Cannoneer_FFV.png[/img]
  244. [b]Cannoneer[/b]
  245. Availability: Sealed Temple Entrance
  246. Equipment: Knives, Swords, Shields
  247. Strengths: Ranged attacks, EXP Up, amazing coverage
  248. Weaknesses: Mediocre stats, very late unlock
  249.  
  250. Cannoneer is the first of the GBA and IOS-exclusive jobs, and is probably my favorite of the three. It's sort of a middle ground between Ranger and Chemist, with solid equipment options and a cost-free ranged attack in Open Fire, which like abilities like Aim is basically just a better regular attack.
  251.  
  252. Their stats are mediocre, but both of their main abilities ignore stats, and Combine is essentially the all-offense answer to Mix, trading the support and healing for a full array of elemental offense, status ailments, and Defense debuffs. Their power has interesting ups and downs, and generally it's a very fun class to use, especially once you find solid sources of the shots.
  253.  
  254. Of course, if you're playing legit, these unlock right before the final dungeon, but ignore that part.
  255.  
  256. [img]https://static.wikia.nocookie.net/finalfantasy/images/0/02/Gladiator_FFV.png[/img]
  257. [b]Gladiator[/b]
  258. Availability: Sealed Temple Entrance
  259. Equipment: Knives, Swords, Knight Swords, Axes, Spears, Bows, Shields, Heavy Armor
  260. Strengths: See Equipment, incredible damage
  261. Weaknesses: Random ability, their other ones are just kinda dull
  262.  
  263. Gladiators serve as a jack-of-all-trades physical job with an incredible suite of equipment and the Bladeblitz ability, which strikes all enemies for 75% of the damage of a regular attack. They can also do well at tanking by getting the passive Lure to make enemies more likely to attack them, and make any weapon backrow-compatible with Long Reach.
  264.  
  265. Their basic ability, Finisher, will randomly (depending on the job level) either do nothing, deal a critical hit, or deal an elemental-based-on-character attack that deals a flat 9999 damage if they aren't immune to that element.
  266.  
  267. ...Yeah, I got nothing, you just hit the button until you deal 9999 damage, I guess. By endgame you can do better than rolling the dice like that, probably. It's kinda boring.
  268.  
  269. [img]https://static.wikia.nocookie.net/finalfantasy/images/0/02/Oracle_FFV.png[/img]
  270. [b]Oracle[/b]
  271. Availability: Sealed Temple Entrance
  272. Equipment: Staves
  273. Strengths: Best Magic in the game, ABP Up makes grinding easier, something will happen
  274. Weaknesses: Hahahahahaha
  275.  
  276. Oracle is the chaos mage, in that when you push its buttons, something will certainly happen. Its raw power in Magic is literally unparalleled, and it gets ABP Up for learning abilities faster, plus Read Ahead to lower the encounter rate if you're into that. However, its primary facet is sheer randomness. Condemn, its innate, will randomly hit a target with one of six effects, which may or may not be positive, and Predict will cause an effect to occur on the target depending on your MP, with power depending on the current HP of the target. It is the galaxy brain turbo genius ability for brain lords who simply understand everything.
  277.  
  278. Oracle is for raw gamers who love the feeling of blood rushing in their veins, who are constantly chasing that next high. Something incredible may happen. Don't you want to be there when it happens?
  279.  
  280. [img]https://static.wikia.nocookie.net/finalfantasy/images/8/8e/Necromancer_FFV.png[/img]
  281. [b]Necromancer[/b]
  282. Availability: After Enuo
  283. Equipment: Knives, Rods
  284. Strengths: High Magic, powerful spells
  285. Weaknesses: Late-unlocking spells, constantly undead, you can't roll it
  286.  
  287. You can't use this job in the Fiesta no matter what you do! Don't worry. It's pretty bad.
  288.  
  289. [b]WHOAAAAAAAAAA WOWIE!!!! I'M SO EXCITED TO JOB WITH THESE JOBS!! WHOOOOOO YIPPEE!!! I'M GONNA DO THE SEALED TEMPLE!!![/b]
  290.  
  291. Please Do Not
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