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/ffg/'s guide to Mobius

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  1. Last updated: 2/9/2017
  2.  
  3. /ffg/'s guide to starting Mobius (and other shit)
  4.  
  5. TO-DO:
  6.     Revise Multiplayer section
  7.     Additional information as it comes
  8.     Grinding areas?
  9.  
  10. Friend Codes: https://docs.google.com/spreadsheets/d/1ZTitEfD1BeP0QqupCBNIzVpy_UNbsJaEZBRB1gAHFDk/edit#gid=0
  11. Wiki: http://mobius.gamepedia.com/Mobius_Final_Fantasy_Wiki
  12. Altema's section: http://altema.jp/ffmobius/
  13.  
  14. CONTENTS:
  15.     [0] Preface
  16.     [1] Gameplay Basics
  17.     [2] Summoning your first job
  18.     [3] Obtaining Currency
  19.     [4] Choosing Ability Cards
  20.     [5] Card mechanics
  21.     [6] Job/weapon mechanics
  22.     [7] The World Map and (You)
  23.     [8] Multiplayer
  24.  
  25.  
  26. =============================
  27. [0] Preface
  28. =============================
  29.  
  30. >What is this?
  31. Mobius Final Fantasy is yet another mobileshit created by SE, much like Final Fantasy Record Keeper and Final Fantasy Brave Exvius. While the other two have a recurring theme of assembling a team of your favorite FF characters, Mobius is more focused on a story centered around some faggot named Wol and his adventures in Palamecia.
  32.  
  33. There's an actual story here - Palamecia is a reimagination of the events that occurred in Final Fantasy 1 and features some familiar names like Garland and Sarah. Other than that, however, the plot is mostly original with some allusions to FF1.
  34.  
  35. This FAQ will mainly cover useful information for a newfag to use, and will attempt to catalouge any other interesting tibits.
  36.  
  37. Keyword being attempt as information can be somewhat limited!
  38.  
  39. =============================
  40. [1] Gameplay Basics
  41. =============================
  42. The tutorial covers most of this, but it here's a refresher that will hopefully answer any questions you have.
  43.  
  44. Battle overview
  45.  
  46. >Orb generation
  47. Every time you perform a basic attack, you generate some colored orbs depending on your class. (Pink orbs are generated by every class at a somewhat lower rate.) These orbs are primarily used as "MP" for your skills. Note that doing a full 3-hit combo actually generates more orbs than doing 3 single attacks!
  48.  
  49. >Element Drive
  50. In addition to being MP for your abilities, you can also "Drive" away unwanted orbs. In doing so, you gain a temporary resistance buff to an element based on the color of the orb. In the case of pink orbs, you recover some HP.
  51.  
  52. Driving away elements also alters the probability of what orbs are generated when you attack. For example, driving away red (fire) orbs decreases the chance of generating them for a while (and conversely increasing the odds of generating the other colors)
  53.  
  54. >Break meter
  55. In order to do noteworthy damage to most bigger mobs, you will need to break them. An enemy's break meter is represented by the orange gauge underneath their HP meter, which is the green one. Basic attacks are ineffective at chopping away the orange gauge, so you will need to use abilities to remove the orange and replace it with red. The red portion of the break gauge is easily removed with your basic attacks. The usual flow of battle essentially boils down to attacking to generate orbs > use abilities to remove the orange meter > use basic attacks to break and generate orbs back > kill while broken.
  56.  
  57. Once an enemy is broken, you will have a couple of turns to do as much damage as you can. This is where you usually unload the rest of your orbs to get the kill. DO be aware that during the break phase, driving away any orbs counts as an action, so try to set up your orb situation beforehand to maximize the damage potential.
  58.  
  59. >Limit break
  60. Using abilities fills the rainbow colored meter near your life gauge. Once filled, you can unleash your Limit Break which varies based on the class.
  61.  
  62. >Active Job Change
  63. Partway through Chapter IV's Prologue, you gain the ability to swap classes mid battle. This is represented by a separate color wheel opposite the elemental one. Once enough turns have passed, you can switch from your "Main Deck" to a "Sub Deck".
  64.  
  65. Doing so opens more possibilities for deck builds. You can put buffs/debuffs on one deck and damage on another for example, or you can choose to cover many elements if more than one boss is present.
  66.  
  67. =============================
  68. [2] Summoning your first job/overview
  69. =============================
  70.  
  71. >I just finished the tutorial. What now?
  72. Now, you should probably summon a job card if possible. The starter 3 jobs are fine for clearing content in early chapters, but you want to make the jump to an actual job ASAP. Summoned jobs have higher stats than the jobs you can reach by grinding the starter 3.
  73.  
  74.  
  75. >I can't summon a job right now.
  76. It takes 6 summon tickets or 3,000 magicite (500 magicite = one ticket) to summon a job (a combination of the two can be used if you're lacking in one - for example, one could use 3 summon tickets and 1,500 magicite)
  77.  
  78. The starter jobs will be good enough to help you clear out chapters 1 and 2, but don't rely on them beyond that. Plus who wants to be a lame onion?
  79.  
  80. >Can I use magicite to summon?
  81. NO. Yes, the option is there, but save your magicite for the Mobius Gift Box. The Gift Box gives a shitton of goodies (including 6 summon tickets to replace the cost of 3000 magicite) and boosted EXP for one month/30 days since your purchase.
  82.  
  83. SAVE your magicite until you have 3000. Already bought the box? Keep saving for the next one and if you manage to get more than 3000, then you could probably get away with spending the extra on whatever.
  84.  
  85.  
  86. >What's the difference between the 3 job classes?
  87. Warriors: Balanced between the other 2 classes, high ATK
  88. Mage: Low HP and ATK, but able to shit out a ton of damage when enemies are broken.
  89. Ranger: Low ATK, but can easily break enemies. Tend to have more turns than the other 2 as well.
  90.  
  91.  
  92. >WAH WAH I DIDN'T GET THE CLASS I WANTED
  93. Better luck next time, kupo!
  94.  
  95. In all seriousness, don't be to angry over what you summon. There's always the next summon and having one job to work with helps give you direction over what type of cards you should be focusing on.
  96.  
  97. If you really want to, in the ETC menu, you can erase your save data there to start fresh and essentially reroll.
  98.  
  99. >But I want more! Let me summon again!
  100. If you're thinking of summoning again, it would be best to max out your current job so you don't need to swap between the two in terms of leveling. Also consider new jobs are usually released on a monthly basis (usually.), so if you're nearing the end of a month, you might want to consider waiting for the next job batch to be released.
  101.  
  102.  
  103.  
  104. =============================
  105. [3] Obtaining currency
  106. =============================
  107.  
  108. >So how do I get more summon tickets?
  109. Playing the game. They can rarely be found in chests scattered around the world, and you can get them from clearing out chapters. Events also tend to have them as rewards, so check the ingame news for what you can find. The Mobius Gift box gives 6 of them out for purchasing it as well.
  110.  
  111. >What about ability tickets?
  112. These are much more common, and are what you usually will find in a chest. They are also given out through logging in each day (6 per login bonus) and doing the daily task (1 each day).
  113.  
  114. >Magicite?
  115. Always check the distiller. It takes a whole 16 hours to fill completely, but you should draw from it whenever possible to help avoid overflow and wasted magicite.
  116.  
  117. >Crystals?
  118. Tend to be even rarer than tickets. You can get a couple from clearing out every circle in the chapters (this includes the arena in Chapter 2). Bosses can also drop them rarely.
  119.  
  120. >Celestriad?
  121. Summoning duplicate cards through the gacha will actually give you these. You can exchange 3 of them for an Overbooster-J, or 12 for one (1) summon ticket.
  122.  
  123. Overbooster-Js increase a Job Card's maximum level beyond the limit, resulting in the deck level of anything that uses that job being raised by a whooping 1. Incredible! These stack up to 32 levels on one job.
  124.  
  125. >Spirit tickets?
  126. Events or the ingame shop. If you're purchasing from the shop, I hope you have excess magicite for it otherwise you should be saving for the box.
  127.  
  128. >Gil?
  129. Selling cards. Gil however, is mostly useless outside of augmenting cards. The game even acknowledges this if you check the ingame shop.
  130.  
  131. =============================
  132. [4] Choosing ability cards
  133. =============================
  134.  
  135. >Ability tickets?
  136. Ability tickets are a form of ingame currency used to purchase ability cards from the shop. They can also be used to upgrade the ability levels of your cards (more on that later).
  137.  
  138.  
  139. >What cards should I pick?
  140. First off, you want to pick cards that:
  141. a) are of the same class as your job (that you hopefully summoned)
  142. b) are elements usable by your job
  143. You can sort the shop by element and job class if the icons somehow aren't clear enough for you.
  144.  
  145. Offensive cards (most of the ones in the shop) come in 3 different varieties (different from their job class). They are single target, "cone type" (represented by the Wi-Fi symbol) or AoE (represented by a circle/gear looking icon). Similar to the AoE cards are another tier that hits twice, but uses several orbs. There is also a "sub" category of cards that inflict debuffs.
  146.  
  147. Cards that have a "+" after their rarity are known as Fast Learners. These cards start at their maximum ability level and are cheap to buy, but are weak in power.
  148.  
  149. Here's the gray zone: everyone will recommend something different in terms of these 3 cards. Do note that encounter sizes begin to grow in the later chapters, so cone/AoE cards will have some value.
  150.  
  151. Support cards (pink hearts) heal you slighty (unless the card is Cure or Yuna's Song of Life, in which it will heal for more since that is their primary use) and bestow secondary effects.
  152.  
  153. Note that you can spend an increased amount of tickets to buy a card with maxed out skillseeds and ability levels, though if you're willing to endure the grind, this isn't necessary. It saves time, sure, but not necessary in most cases.
  154.  
  155.  
  156. =============================
  157. [5] Card mechanics
  158. =============================
  159.  
  160. >Card level
  161. This determines the level of your deck (which is the total of your 4 cards in case that wasn't clear), which in turns determines your base stats. Having a lot of high leveled cards will help increase survivability.
  162.  
  163. Cards gain EXP when you clear a stage. Take note that the leftmost card slot gives additional EXP to whatever is in it.
  164.  
  165. The level cap of a card increases with each chapter of the main story cleared. Keep this in mind for multiplayer content, where you'll want to (ideally) be on top of your game!
  166.  
  167. >Skillseeds
  168. These are mainly needed for upgrading your job card. The amount of skillseeds a card gives are raised by fusing cards of the same element together. The amount of skillseeds that a card can give is based on it's rarity, with the type being based on what the actual card is.
  169.  
  170. >Card augmentation
  171. Augmenting a card raises the number of stars it has, and with it, it's max ability level. Cards that are 1*/2* rarity require boss drops to be augmented. Most cards like these lose their lesser prefix when they hit 3*, meaning they can be fused into store bought/summoned variations. Augmented cards
  172.  
  173. Note that monster cards cap out at 3* rarity, so you can't rely on them forever.
  174.  
  175. After clearing chapter 3 of the story, you can augment 4* cards up to 5*. These augmentations require two special materials: Gigantuar Bulbs and Elemental Pneumas. Gigantuar Bulbs are a rare drop from Gigantuars found in the Gigantuar Terrace. Elemental Pneumas are drops from Pleiades Lagoon.  
  176.  
  177.  
  178. >Ability levels
  179. The ability level of a card determines how much damage it does. To raise it, you can either spend ability tickets to boost them up or you can fuse cards with the same name into them. This is the purpose behind augmenting monster cards up.
  180.  
  181. For example, the store card Fafnir can be fused with 3* versions of the Ice Mages. If you have the time to grind out the necessary materials, then you don't need to use tickets.
  182.  
  183. Cards can also be overboosted using 88 ability tickets to raise their ability level beyond the cap.
  184.  
  185. >Extra skills
  186. These are extra abilities for you cards that are chance based in terms of unlocking. In order to get that chance to unlock them, your card needs to be at or higher a certain ability level first.
  187.  
  188. Once the ability level condition is met, everytime you use the card in battle, you have a chance at unlocking a skill starting from the lowest requirement up. (ie, you need to unlock the skill requiring an ability level of 2 before the one for 3 has a chance. It has to be in a specific order, not random!) If a card has unlocked an extra skill, the icon will glow in battle.
  189.  
  190. =============================
  191. [6] Job/weapon mechanics
  192. =============================
  193.  
  194. >Jobs
  195. Job cards represent what class your Wol is. They have a total of 8 levels with different skills and attributes, with the latter 4 granting an alternate weapon to use as well as upgrading the actual job's stats even further.
  196.  
  197. As mentioned above, there are 3 main types of classes each individual job is sorted into: Warriors, Mages, and Rangers. (For now! Later updates will add in Monks and a 4th set and depending on how you see it, Meia acts as her own subclass.)
  198.  
  199. Jobs come with 3 different tiers to them: the base class you use when you summon it, an upgraded version once you finish the first 4 panels, then a final version for finishing the last 4. Each tier raises your base stats and changes your appearance, but don't worry if you think an upper tier looks ugly - once you max a class out, a job medal appears in the shop that lets you swap between each tier's appearance without affecting stats. (And can be toggled off if you're into low-stat runs or something like that.)
  200.  
  201. >Weapons
  202. The weapons gained by each job are also not exclusive to them - the Knight's weapon can be equipped on a Samurai, for example. However, weapons still have to remain within their "class". Warrior type classes can't equip staffs or daggers, and likewise for mages and rangers.
  203.  
  204. Under the shop menu, weapons can be boosted using skillseeds, crystals and time. Skillseeds can be used to improve the amount of HP a weapon gives, and it's attack, magic, and breaking power. Each process takes a certain type of skillseed and actual real life time that can be reduced by spending stamina.
  205.  
  206. Once you have upgraded a weapon's stats 6 times, you can use crystals to reforge it. Reforging a weapon adjusts it's auto abilities, and can even add new ones.
  207.  
  208. For a list of what weapons unlock what refer to this spreadsheet:
  209. https://docs.google.com/spreadsheets/d/1llyWcPmtF3wW7CAaRnz21MunLCC4zJ18Po_nI3IVbFk/edit#gid=1788827752
  210.  
  211. =============================
  212. [7] The World Map and (You)
  213. =============================
  214. There are several areas on the world map to access. This section will give an overview on what each area ids for and any interesting advice and tips for them, with the exception of the Ring of Braves which is explained in its own section.
  215.  
  216. -----------------------------
  217.     Shrine of Trials
  218. -----------------------------
  219.  
  220. To access the shrine in the first place, you need 3 mystic tablets. The Shrine of Trials is a timed area where you get 30 minutes to murder as many Cactuars as you can. Green Cactuars gives cards that can be fused with any other card to raise it's skillseed level. Metal Cactuars give EXP, and Gold Cactuars are sold for gil.
  221.  
  222. Cactuars start as an unknown element and can only be revealed when hitting them with the element they are resistant/weak to. They have high break defenses, so you will want to be able to exploit their weaknesses to break them fast. Cactuars have little HP, so once broken, they should die in a hit. The normal enemies in the area also share this trait.
  223.  
  224. Because Cactuars are random elemental, pack whatever you can bring and pray for the best. If you have the ability to switch jobs mid battle, consider doing that to cover more elements.
  225.  
  226. >Okay so I need to speedrun?
  227. To get the most out of your tablets, yes. Here's some ways to save seconds if you're really hellbent on min maxing:
  228.  
  229. Turn on quickstart so you don't need to pick rental cards.
  230. Let the AI autobattle since it can usually guess the Cactuar's weakness and stick to it.
  231. Set the Gold Cactuars to auto-sell (unless you want to hoard them for some odd reason).
  232.  
  233. -----------------------------
  234.     Exploration Regions
  235. -----------------------------
  236. These areas provide a bonus to a certain type of skillseed on each day of the week, with Sunday granting a bonus to all.
  237.  
  238. They are large and require some grinding to get through, however, but they do have goodies like new Echos and tickets hidden inside them.
  239.  
  240. Each region also has respawning boss opponents to if you need their mats.
  241.  
  242. -----------------------------
  243.     Gigantuar Terrace
  244. -----------------------------
  245. The Shrine of Trials for big boys. You have 30 minutes to work through 3 different nodes with 1 Gigantuar of each type. After clearing, you can hang around and repeat nodes, which contain golden enemies in them if you're in need of their cards.
  246.  
  247. Gigantuars aren't the only attraction: Each node has special one time only seed multiplier attached to them and the last 2 nodes have chests containing skillseeds. Both of these respawn once you enter and leave, but you'll need to spend another 3 tablets.
  248.  
  249. Gigantuars are like Cactuars but with actual HP so you'll need some firepower to kill them. They also become more susceptible to break after blasting you with needles so not all hope is lost if you can't hit with the right element. They have a chance of dropping a bulb, which is used in combination with Pneumas from the Lagoon to push 4* cards to 5*
  250.  
  251. -----------------------------
  252.     Pleiades Lagoon
  253. -----------------------------
  254. An advanced area in which you battle through a set of stamina-intensive nodes for a chance at earning Fractals and Pneumas. You can access a different island each day (unless you purchase the Island Pass from the shop for 500 magicite, which lets you access any island of your choice for 24 hours AND gifts 5 elixirs), and each island gives a different set of elemental enemies to go through. Sunday this time acts as a "crystal" day where instead of Fractals/Pneumas, you have a chance of earning a Crystal from the end boss.
  255.  
  256. At the end of each node, you fight a special end boss that varies based on the element day. These bosses drop the prize of the lagoon: fractal cards and elemental pneumas. Fractals can be fused with other cards to unlock an extra ability separate from the ones unlocked by ability levels. Pneumas are much rarer than fractals but are needed in conjunction with Gigantuar Bulbs to 5* a card. The best drop rate is, of course from the last node, but the last node is also the most stamina costly in addition to being very difficult.
  257.  
  258. -----------------------------
  259.     Chaos Vortex
  260. -----------------------------
  261. A special area where you fight long gauntlets of enemies for rewards. Here, you are not allowed to use rental cards - only the 4 cards you bring! You also can't revive using Phoenix Downs.
  262.  
  263.  
  264. =============================
  265. [8] Multiplayer
  266. =============================
  267.  
  268. >How do I access it?
  269. After clearing chapter 1, you have access to the Ring of Braves on the World Map. In there, you can play a multiplayer mode where you face off against baddies with 3 other Wols. Stamina used here is separate from stamina used during singleplayer, as is your rank.
  270.  
  271. Technically, you can enter as soon as you finish chapter 1, but in reality, you should stay far away from it until you've at least finished the 3rd skill seed panel for your job. Otherwise, you'll likely be a corpse 2 turns in and people will be upset at you.
  272.  
  273. >Okay, so WHEN should I consider starting?
  274. (warning: opinions)
  275.  
  276. Wait until you're done with chapter 2 so that the level cap on your cards is at an acceptable level.
  277. If everything is maxed, you should average a level of 114. This should be suitable for any 1* fight.
  278.  
  279. For 2* and above, try and stay on top of the story content so that you can raise your ability cards will be at their highest levels. And of course, try to max your job class out for the extra turn actions and stats. Depending on your team, you might have some success with a job that has 3 panels done, but just to keep everyone else sane, wait until you've maxed your job panels out (or at least up to the 4th panel done when future panels get unlocked.)
  280.  
  281.  
  282. >How does it differ from singleplayer?
  283. First off, all classes are sorted into 4 "sub-classes" that define your role online. KNOW YOUR ROLE. They are as follows:
  284.  
  285. Attacker: DPS. Use your most powerful attacks while the boss is broken.
  286.  
  287. Breaker: Breaks the boss. Ideally, you want to use only normal attacks since the team is relying on you to get breaks when they are needed.
  288.  
  289. Defender: Tank. Can draw fire from the boss with the appropriate card and element drives used by a defender are shared with everyone.
  290.  
  291. Healer/Support: Healing. Heart/support cards become AoE and affect the whole party.
  292.  
  293.  
  294. >How should the flow of multiplayer go?
  295. At it's most simplest...
  296.  
  297. 1). Attackers remove orange gauge
  298. 2). Breakers remove red
  299. 3). Attackers unload on boss
  300. 4). repeat until dead
  301. All while defenders and healers do their best to keep the group alive.
  302.  
  303. Of course, things are never this easy and depending on your party, things can go by extremely smoothly or terrible. Playing with randoms is a mixed bag, but costs no stamina as long as you join a group. You can, however, choose to spend some stamina joining a group to double your rewards.
  304.  
  305.  
  306. Each boss has a different difficulty level marked by stars which determine what loot they drop on a successful run.  As you go up, bosses can get Guardians who assist by casting debuffs and powering the boss up when they die. It's still worth killing them for extra mats, assuming your team can handle the power up.
  307.  
  308.  
  309. >My teammates are dumb! How can I communicate?
  310. "Chatting" with your teammates is done through the use of cute ingame stamps. You can customize which ones to bring based on your role.
  311.  
  312.  
  313. >I need more information!
  314. Experience is the best way to learn your role. If you really wanted to, you could always join a room of randoms and figure out the intricacies of your class. After all, it takes no stamina to join, unless you're aiming to double the rewards.
  315.  
  316. -
  317.  
  318. To be continued...?
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