@@CoffeePotato I legit had the same idea! Restarted A2 hard difficulty today, was thinking of making nuzlocke rules or doing one race only or something hahahah
@@Laxerjan Nuzlocke would be interesting, but hard to keep track of. Plus on Hard sometimes you just lose before even going, so it might want some extra stuff, like only counting after a rule break, or doing a sort of mercenary thing, where your oldest always has to be fired when a recruit comes in.
I always find it funny that Illusionists are built completely around damage spells in this game. That target every enemy on the map at that. Typically Illusionists in rpgs are less about damage spells and more about doing things like invisibility, charm, other stealth and trickery related spells and what not.
Dragoons are one of my favourite classes from FFTA. I always have one on my team. Their ability Jump gives them so much range, plus given a number of maps have elevation means the Dragoon can catch enemies very easily unlike a lot of other classes. Plus equipped with a spear that gives them two squares instead one is great for hitting enemies.
@jamesculla7102 you can make any human dual weild swords once you get the ninja weapon that grants the ability. You just have to make your character into a ninja long enough to learn the skill then you can use double sword with any sword weilding class. Its good on gladiator but absolutely busted on paladins who get the best swords in the game. Two greatswords in one turn does insane damage
Blue mages are not that hard to use and frankly even if they just get a couple abilities they can be extremely powerful. Bad Breath basically takes a unit out of the combat, white wind and angel whisper are incredible healing abilities, matra magic, twister, Lv? Flare... all incredible abilities. You don't even need to go through extra steps to get monsters to use theses abilities on you, just leave blue mage close to the monster and they usually use those abilities in a few rounds. Even the healing abilities can be received by killing all other monster units first and then charm that corresponding monster. I always get the white wind and angel whisper very early on this way. Additionally, 'Learn' is a support ability that can be learned very quickly and you don't even need to stay in this class for long to take all these amazing abilities and go off to gain AP on other classes. Beast master controlling enemy beasts is also incredibly easy to do, simply equiping the corresponding instrument before the fight would be sufficient.
True, but this was largely considering how easy a class is to just route in and use along the way. You need prior knowledge and some setup to get most of their moves, you're not likely to just find them going through. The other combos on the list were stuff that could just be stumbled into on accident.
Lv? is luck base, White wind and Angel whisper is much later in game when you have Control Fairy and require quite some setup to accomplish. But yes, high risk high reward.
@@tonywolf5127 I only ever got them through charming because of of late fairy controlling abilities. Charm can be obtained very early on hence I recommended it in my reply. It does take a few turns as they may not always use the healing ability, but it isn’t really difficult
Lets not forget "night", as soon as your blue mage gets that ability, you equip the rest of your team with sleep protecting gear (most people do use a lot of status protecting gear so thats already covered by default most of the time) and you have negated 99% of the games battles you can still have your blue mage fight and level up as another more powerful class so they can be a terrifying paladin using two of the most powerful swords for humes in the game and all the usual "maxed out warrior" set too (half of it is getting "two swords" and stat increases from the ninja class while actally using another one, mostly paladin or hunter), so when out of range he just sleeps all of the enemy team in one swoop, when you start getting close just use mantra magic on any enemy thats still awake (if they have high mp, just cast dragon force on yourself instead and become an even more unstoppable paladin) and after that its a no risk holy blade rampage in my last playthrough thats what i did with Marche and he was unstoppable by himself, felt like i didnt need more characters and half of that id say were the blue mage abilities, also after all that you still have at least 3 more characters to go at the enemy (sleeping enemy team? that means max accuracy everything for you, including assassin instakills) so yeah, get your main fighting guy night and the game is basically over at that point, the rest of the nice BM abilities just seal the deal.
Assasin yes, Ninja is kind of good for one skill in my book. I know, they're good attackers, but I know personally I'd rather a unit use literally any other weapons.
@@CoffeePotato Ninja skills suck besides double strike but you still want Ninja for almost all of Marsh's levels. It's the best speed gains class for human. So you get the thief skills you need, level up as a ninja, and then finish up as a fighter or paladin with real high speed pretty much. Similar idea with the Viera leveling up as assassins and worrying about the proper skill mix later.
Red Mage is secretly the most OP class in the game. Have two Red Mages with concentrate run in and doublecast Sleep on all the enemies. Then a juggler comes in after and Smiles one of them so you can sleep the backrow too before they get to move. Give them Assassin in the 2nd skill-slot so they can clean up the sleeping enemies with Last Breath afterwards, or have a Fighter do it with Beatdown. Juggler and Fighter should have "Damage>MP" reaction ability and "item" in the 2nd skill-slot; that way you have two unkillable Phoenix Down users to make sure you never lose anyone while fighting in the Jagds.
I get that your tier list is based on a less focused playthrough of the game, but man. Double Sword is OP as hell and you can hand it off to a Fighter/Blue Mage combo, Elementalists have a ton of great debuffs and the damage on the abilities is great compared to Ninja Skills (which suck damage-wise, you were right on that take), and Summoners basically dunk on any grouping because they're the only class to get a 2-tile radius instead of the regular 1 on their casts, which also means you can hit targets at much further range on maps that would otherwise be extremely unforgiving to cross distances on. Give a Summoner Turbo MP and watch them just wash entire clans away. Red Mages on their own are weak most of the time, unless you pair it with at least one other class skill, but then you're competing with Assassin/Elementalist/Summoner/Sniper which is a tough sell but not unthinkable. Train Doublecast and Sleep then change jobs. Hard agree on Assassins though. Viera is the strongest race *by far*.
Yeah. I remember having dual wielding on my Fighter and doing MASSIVE damage with Marche by giving him my 2 best swords and nothing else even remotely keeping up.
Red Magic is the best Secondary Action for a Summoner by far. More so when you have Doublecast. Makes such a fantastic versatile Mage build. Double casting strong wide area of effect spells for damage and healing/reviving is just too nice. Or Double Casting Barrier here and there which makes up for Barrier being only single target. And doublecasted Sleep can be nice when you wanna steal some stuff lol
There is so much I disagree with here. First of all: Ezel on S tier?! EZEL?! He gets 2 spells ever, and one of them is Astra, have you ever used Astra? Yeah, me neither. Sure sleeping enemies is somewhat usefull, but they wake up if you attack them and also Red and Blue Mages can get it done just fine. He deals no damage despite having the game's highest mag gain. He can't change classes. Easily F tier for me. Next: It's unclear what you are looking to when doing this ranking, in some cases you take the class in a vacuum without combining it with any other classes and abilities, but for some of them you place them high because of some combination between the two. The biggest offender in this regard is you placing Viera Archer and Fencer high because of bow range Swarmstrike, despite Poison being really weak in this game AND Snipers getting Beso Toxico which does the same thing with a higher base damage and not needing to waste the secondary skill slot in a class that doesn't add any other thing. All this while placing Summoner low in a game where Summoner + Red Magic + Turbo MP can 1 shot half the enemy team or more. Third: you place the Blue Mage low because it is "gimmicky" but place the far more gimmicky and less versatile Morpher really high? Blue Mage can learn a lot of really usefull spells, some do need the help of a Beastmaster, like White Wind and Angel Whisper (the single best two heals in the game) and Dragon Force (The ONLY way to get Atk and Mag UP, really strong permanent buff). However a lot of other really strong spells you can get just playing the game normally while having the Learn support abillity equiped: Bad Breath practically nullifies a target, Night sleeps everyone which is the only spell Ezel uses and you put him in S tier! Matra Magic can deal a bunch of damage to a physical unit, etc. On the other hand Morpher needs you to capture a wild beast (with at most 24% chance, and it can't be the last enemy) and then you waste 1 turn transforming before you can get any attacks off, and you can't easily change between different species, so you are pretty much locked. Also if you actually want it to hit hard you need to go to the monster farm and feed the monsters a lot of your items to get them happy, and then again a lot of more items to get their stats high... Sure, you can get your three Flans to 999 all stats and then use the Morpher as a Black Mage on steroids, but it costs A LOT of money and time, and you really would only do it for the Flans, all other monsters are not worth the effort. Also Morphers are NOT how you get the Blue Mage to work, Beastmasters are. You can't actually Learn from Morphers, only Monsters and other enemy Blue Mages. Id argue Hunters are better than Snipers. They also get Ultima on a bow, but without having to sacrifice their whole second ability slot to a class where all the other skills are melee. And they get some actually good skills like Sidewinder which is free extra damage against Monsters, and they are quite prevalent in the game, they also get Sonic Boom for some AoE. Paladins on their own might not look that good, but the strongest weapons in the game are 1H Knightswords only they can use (Sequencer, Nagrarok, Excalibur2) so with Dual Wield they become truly OP, even if you never use their abilities. White Monks on their own I would agree are quite low tier, however in the early game they are quite powerful, since Air Render has a fixed base power that's higher than any weapons you get by then and is ranged. Also they are one of the best secondary abilities for most other Bangaa classes due to their ranged and AoE attacks.
I strongly disagree with this list, very interesting! I wrote out a comment but I realised most of the stuff I was going to say had already been said in other comments, lol. From what you say, I'll have to try out Morphers more seriously, though. Getting the souls is a pain, but it's true that there are a few really strong monster abilities...
Well, I appreciate the forward research! But yeah, no tier list is going to be perfect, this is what always worked for me. Always felt guilty using souls growing up, joys of going to Catholic school and assuming an invisible judging hand over everything.
I basically just use an assassin with a bow and ultima shot, a fighter with double sword, and a geomancer. Maybe a hunter and a templar but that's really all you need. The normal enemies never really get much harder past a certain point.
I use the summoner with the red mage secondary ability a lot and it serves me a lot. PS: I found out that in the first fight against Llednar I was able to reduce him to 1 HP with a skill.
Honestly without the mog knight, gunners are already really good once you get concentrate and stopshot. Being able to stop units from across the map is pretty nuts.
This will probably be a long comment, I'm just gonna give my opinion on this list so, yeah, heads-up and sorry for the wall of text. I agree with most of this, but there are some jobs I would switch around. First off I would bump Illusionists down one spot. The base strength of their spells are just so much weaker than other classes, and the MP cost means only two or three spells if you try using Turbo MP to boost their power. They do have very high MP growth, though, so that's something. If Snipers are S tier, Hunters should be as well. This is the class that gets the humans Ultima spell, and they're already able to equip ranged weapons (for anyone who may not know, all Ultima abilities have the same range as the user's weapon). I have to bump Bishop down a tier or two just because of the Bangaa's naturally low MP and Magic, and how few classes they get access to help them with that, I think Bishop may actually be the best Bangaa class for raising MP and Magic. Defender, realistically, I would put in A, but based on a personal experience I had the first time I beat the game, S tier or higher, my Defender was my MVP simply because he WOULD. NOT. STAY. DOWN. This is because Aura (Regen and Reraise on the user) had no MP cost in FFTA, so I'd just slap it on at the beginning of the final boss battle, and run around reviving all my melee units who would then give my Defender time to recast Aura when he went down, all the while my Gunner is spamming Ultima and my healer (can't remember which class I was using for that) is just chilling in case of an emergency. It became a war of attrition I couldn't lose. This was years ago, though, so I could be misremembering. I also came underleveled because I had no idea the crap-storm I was running into. Ninja's might deserve B tier because of their Speed growth, I believe a guide I looked at for a list of Blue Magic said something along the lines of, it doesn't matter if your strongest character deals 200-300 damage a turn if each enemy is hitting them two to three times before they get a chance to attack. Dragoons get Dragonheart (casts Reraise after taking damage), so that might warrant a higher rank. Sages get Water and Aero like Bishops, but with the MP and Magic to back it up. They also get the Nu Mou's Ultima spell, but Nu Mou don't get any ranged weapons, and that coupled with their low speed I think keeps them from going beyond C tier. I'm not sure if Elementalists should get bumped up a tier or not, but it's worth mentioning how many different elements they can use (six out of eight) and how useful some of those status effects are, plus they can heal. And I love Blue Mages in this game, yes their spells can be a pain in the ass to get, but they make great support classes. Mighty Guard and Dragon Force to boost stats, Expose Weakness and Bad Breath to cripple enemies, White Wind and Angel Whisper for healing (and more Reraise, can you tell I like Reraise?), Matra Magic just shreds enemies with low MP, and if all else fails, you can just Blow-up a few enemies. Or kill the Blue Mage and use the Monk's Revive ability to get him down to 1 HP so you can use Limit Glove, guaranteed to hit the damage cap everytime it hits. I think they're a little more useful in A2, with just a few more abilities choose from, but really I just think their fun.
Love your tier list but the bishop placement is really triggering me. It's the worst class since Vangaas are terrible at magic, super slow, not good moves, putting Ninjas behind them when they're the among th fastest + Double Attack... The Summoner and the Sage are also miles better. Oh and the Blue Mage is pretty good, very good stats, awesome abilities (Night is a global Sleep spell which is crazy). And the Viera white mage is much better than the others since she's a lot faster. I would trade blue mage and bishop places, and move Ninja up to A tier.
Fair on all counts, but here's why I put them there: Bishops may not be great in many respects, but many of their attacks can't be resisted, and their support can be handy if they don't have a target. I personally like them in a sort of Swiss army knife role. Plus them suckers are stylish👌 Ok, Ninjas. Double Attack is OP. Agreed. Who keeps their unit as a ninja when using it, though? The ninja spells themselves are pretty lackluster. Personally, I get them into any other class as soon as possible, but that ability would easily be S tier. Blue mage also would be A Tier, and I love the class....but getting those skills is whole thing. Mighty Guard and White Wind are awesome, but I know in my last run, I forgot about the stat thing...and kinda trained them as a fighter until I could get the skills I wanted with the trainers. Then..well, it came to light that White Wind is not too great when they've trained as anything physical most of the game. They're kind of like the original Tactics Ogre warlock in that way. For most, they're a pretty iffy class. If you knew what to do with them early, you can make them a god. I was largely basing this last on what I, as well as other folks that told me about their first runs, had discovered on their first runs.
@@CoffeePotato For Ninjas, I do agree their spells are pretty bad, but their stats are also super good so you kinda want to train your human damage dealers as ninjas to get super speed and good Atk anyway so you don't want to switch them. They also have good mobility with high mobe and high jump, with their high speed they are very good in chasing and killing down targets. The Paladin is a great final class I think, but training him as Ninja for double attack + the speed stat, and giving him either Hunter or Blue Mage second ability makes it a very powerful human unit. Bishop petrify can be good, and their spells are not resisted true, but he doesn't get more powerful spells like Firaga, but his damage is always limited especially since the stats aren't good. The Sage also has Aero and Water, however has access to stronger spells like Giga Flare, and he has much better stats than the Bishop. For the Blue Mage, I don't think it's that bad. Having a Beast Tamer tame the beast and then use the skill is want is tedious yeah, but in the end you get the skill right away and don't have to grind with a specific weapon equipped. Anyway that's just nitpick, I really love the game job mechanic it's really fun to explore.
@@Yanninho78 Dang right it is. I always love when a game leans super hard into some oddly specific mechanic they never even bother to explain. Speaking of, Tactics Ogre Details Part 1+1 will be after this. In terms of several potentially game changing mechanics they never bother to note anywhere.
@@CoffeePotato ninja spell is suck but double attack is crazy one, maybe ninja can increase critical hit each double attack, if you equipment ability dual wield for paladin, that's change you paladin to become attacker position but def still higher and paladin technique called holy sword mostly crazy damage but only effect for monster darkness elements just undead monster but for non elements still higher damage, fighter class job is balance class job, but don't expect too much, those technique fighter really far broken, damage really average assassin class job.
@@kerrygamer9359 True, but I know if I could only choose each class as it comes out of the box, ninja would not be one of them. I know they can do a lot of damage, but damage is rarely the whole story in these games. They still have to get close to do that damage. Double is fantastic, but it doesn't make the class itself good, it makes it a skill donor.
Marche always felt like kind of the bad guy in this game. All of his friends lives got better, but he was obsessed with getting back home. He wanted to go back to normal, to his perfectly average life free from any sort of suffering, so his friends could go back to having a drunk deadbeat father and no mom, constantly being made fun of for their appearance and trapped with a debilitating disease and an insensitive asshole of a brother. Then it didnt help that when i played he walked around surrounded by assassins murdering everything in one hit
Let's see how I reconcile this list (before listening) F: Defensive support specialists who are often locked out of contributing offensively. E: More fragile and offensive middle line specialists who can't OHKO anything. D: I got skills but I'd rather be something else in my race. C: I only do one thing well and I'm easy to ignore if you're prepared for it. B: Push me! I'm the "I win" button. (In the right formation.) A: Strong combinations of versatile action abilities and good stats (though I would put Sage here and Animist in D.) S: Control fighter specialists (I'd switch Illusionist for Alchemist).
Bad take on Ritz being the only smart character. The game is an allegory for escapism, and permanently using something to avoid your real life problems isn’t noble/helpful or good. But you can healthily use escapism, your favorite games, movies, recreational drugs, etc to learn how to overcome your problems irl. This is how Ritz learns to love her hair, and how Mewt’s dad learns to stop going into work hungover, and etc etc etc. it’s the core theme of the story
You don't need to play any sidequests to get any classes in FFTA, you do in the sequel. Also, Dragoons are way better than you give them credit for. Jump is all they really need and they have really good stats. I played a Single Class Challenge as Dragoons and nothing was even remotely threatening.
Also Templars having Hastega is a pretty substantial part of them I’m surprised you didn’t mention. Great skill set especially if you’re not using anyone with Time Magic for some reason.
soldier is an amazing class in the early game. good tankiness, good support skills with the reduction of damage and speed and once you get them, you can change to any other melee class
Babus caused me some major headache as a kid! That was my first ever Wiegraf situation back then (also my first Tactics game in general). I always love jugglers because insta-moves with Smile as well as Inact with Dagger felt incredbly broken back then. I think they can also inflict Stop, but I barely hit with that so I stopped using it. White Monk being the only battle monk type class without a direct upgrade is always a bit of a bummer going back because I love that trope. The second game really made me happy with Master Monk though and technically, Air Render is some of the strongest stuff you can get in the early game.
This is finals week for college so naturally I'm going to make a full analysis response at 3am. This is the game I've replayed for half of my childhood and twice after highschool, while I played the sequel during/once after highschool. The core concepts for this tier list are good but there are priorities that make this game incredibly easier than intended; enemy AI, the action economy, and stat gain. The devs for the sequel picked up on this meta and thoroughly changed it to where you need to treat it like Disgaea and make your heroes OP to even stand a chance in the endgame dungeons, which have just as broken enemies. But for now I'll talk about *this* game. For the central 5 tiers; A is valuable, B always usable, C mostly usable, D mostly outclassed, E completely outclassed. I will rank characters based on the max potential as their class, and what they can currently equip as said class. Any class not mentioned belongs where the uploader put them, in my opinion. Concentration, Turbo MP and Half MP carry the Support-A's. Damage > MP and Dmg: Quicken carry reactions. Anything else is underclassed here. Half MP saves the less magic-aptitude races from emptying the mana barrel, and higher accuracy means actions will not be wasted as easily by having to flank enemies for better hit chance or to risk a powerful spell only to miss. This point alone means in terms of what heroes can accomplish when accuracy isn't a worry, and/or due to higher output of turbo MP: S tier; TmMg (NuMou) C tier; WhtMg (Viera) E tier; All other races of Black, White, Time mages, Illusion (Hume) The reason Time Mage is in S is their Magic Growth is insane, raise your Nu Mou as this and switch to Black Magic or Illusion when you're ready. ====HUME==== I like mine varied with style. Fighter slaps everything but isn't fun unless he's pushing people off cliffs or selecting a weak, stunned helpess critter with Beatdown. B tier Paladins get the best equipment in the game plus the best support skills for teammates that don't require MP, S is written all over PaladinS. Archers are best when they're Viera. E tier for here Ninjas have the best speed here, plus a dispel, and also enable the wonderful Double Sword. B tier Thieves are best when they're Moogles, Kupo. The only thing keeping it from E is I can be a klepto and Steal: Ability saves me a TON of gear hopping. D tier Blue Mage should not be in the tier with *IT* for the setup required. He has the widest and most useful kit in the game, but since monsters aren't broken, he's only overpowered as far as support. Most useful is not most destructive. His offense is too balanced. He is destined to not rise above A tier. ====VIERA==== Fast and deadly. Assassins belong in a solo tier titled "We created a god without thinking of the repercussions." Fencer B tier. Poison is an early game debuff that's easily cleansed, but speed down remains valuable forever. Especially when slow hits the same target. Red Mage spits on the action economy. S tier Archers spit to deal damage, they are there as a temporary Concentration mule. C tier Summoners have outstanding power growth yet are also slow. Slow Viera are a sin!!! But the AoE is such a net positive with proper setup. A tier Elementalists are good for alternative elements for healing or damage, if laws or even gear interfere. Plus elementalshift is fun. C tier ====BANGAA==== Muscelss :) Gladiator gets the swords that hurt the most, with the skill that hurts the most. S tier Templar gets some of of the best equipment in the game, great support magic, bonecrusher, wep atk+, AND he looks cool. All S no brakes Bishops get holy? Not White Mages? Various useful magic but no muscle. Halve MP is truly for this class alone, but this class alone is made to be picked up and discarded. D tier Defenders are just selfish Paladins but I can respect the repeated kamikaze threat they pose while cycling Aura>ExGuard>Meltdown. C tier Dragoons are nice, but they're what you level your Templar up as since Templars have the worst speed growth. You gonna equip them with a sword for life, are you a freak? Of course not, you clicked on a tier list video. Outclassed by their ideal subclass. E tier White monks carry ranged attacks, a revive, balanced atk and mag, a dispel, and great speed! This is what you level up Bishops as! A tier ====NU MOU==== I am strict with these guys, every turn needs to count because of their globally low speed. Ezel I'm talking to you. Narcolepsy is not enough to put you in that tier without being able to pick up concentrate. A tier because he's the equivalent of a Tinker who doesn't suck, which is just a key support. Alchemists spit on unit economy! Items forever! S tier Beastmasters? Not in this action economy. Would be F tier but they can get monsters to go to jail. Doesn't matter if they help Blue Mages, E tier The M in Morphers stands for migraine. They heard the outcry and have the best speed a Nu Mou can get, but at the expense of sacrificing a turn to go all-out. In this action economy? Even if I spent my days stuffing every monster at the monster farm to beef stats he's gotta sit there and get in the zone before blasting. The speed is wonderful but here's how I suggest you use him. Give him the time mage subclass. I heard someone compare the Haste spell to Pot of Greed and that is so applicable here. That alone makes this guy B tier no matter how weird he is, because he can stand in one spot and abuse Haste/Quicken to allies. Babus is the resident pyro with his fire attack and no concentrate/turbo mp to supplement it. He works, but others can work better. Even if he is immune to time magic, C tier. Sages can do a lot even if their class' ultimate is pointlessly expensive since Nu Mou aren't known for blunt force. Raise is handy. B tier ====KUPO==== They don't want attack or magic, make em fast and make em weird. Tinker is an exception to the weird rule and has committed numerous war crimes. I am not exaggerating when I say there is no tier low enough for Tinker. Animists do several things and excel at none of them, except for cooking delicious meals. They can always fill a support. B tier Mog Knights are cute little nukers even if the speed and move are bad. The growth is good enough that MogK/Gun or Gun/MogK doesn't matter, as long as they start off as Mog Knights for the superior attack. We'll go ahead and welcome them into S tier. That being said, Gunners have bad growth and spit to deal damage, they are utilized solely for the insane range and Concentrate. No matter how useful stopshot is, A tier. Thieves (Moogles) have remarkable speed, combined with Concentrate as well as what I mentioned for Hume Thieves? S tier. This'll be your team's main klepto. I'm distressed by Montblanc not being here likely meaning he was killed off. Get him to Time Mage immediately, the stat growth will help as he will be your main Black Magic user as the subclass. Turbo MP is inaccessible to Moogles, and he just wants to blast so concentrate isn't useful either; give him Geomancy instead. When you get comfortable with his magic power, train him in a class that consumes very little MP like Juggler or Thief, then switch him back to Black Magic and supplement him with equips from there. All of this pushes him between A and B tier but it's the alternative to Jagd Killing. Remember kids, killing is bad.
Hah, Funnily enough I was going to cover that in today's video that's supposed to be out....19 minutes ago, whoops. This does confirm Montblanc can actually die, then, I wasn't just imagining it 🤣
For anyone that is interested in this channel, Coffee Potato is reporting news about Tactics Ogre Reborn as well as several analysis on the classes and other interesting stuff!
I just finished the game. My "endgame" build(which I didn't see coming): Marche: Ninja x Fighter - Double Sword x Bonebreaker Cesare: B.Mage x B.Mage - Turbo MP x Return Magic Gelda: R.Mage x Elementalist - Doublecast x Turbo MP(not a lot of damage) Tony: Ninja x Fighter - Double Sword x Bonebreaker Rooster: Ninja x Black Mage - Double Sword x Return Magic Ocon: B.Mage x W.mage - Turbo MP x Return Magic Average lvl maybe 31, Llednar was so easy I took that fight to steal Masamunes. I just felt that speed is insanely important, so much that I started toying with the enemies after learning time magic. I was just so pissed at the final boss I just went with maximum damage to nuke the hell out of her. Worked like a charm, both forms took 2 turns. I just didn't see Ritz or Babus playable.
My favorite Bangaa class combination is the Templar-main sub-Bishops. Kept their martial presence with the lances' unique range 1-2 while also loaded with unique spells, Magick Counter and Halve MP to boot.
The sage and the summoner are so low ! The sage is the only n'moh class where you're not afraid to face an enemy ! He is strong with magic and with his weapon, he is slow but being faster would have render him a battlefield monster ! Summoner + red mage = happiness ! I'm happy to see that this game still generate videos on TH-cam, I really loved playing it !
Same here, it's always a joy to go back to. Sage is weird. Yes, if they've been training as a sage, they're pretty strong, but if they were almost any other caster and suddenly switched into one, they're going to have a rougher time. Granted, it's been a while, but that's how I remember it working.
My sage was a former white mage so his magic skills were so on point ! Having a red mage and a summoner I no lnger needed a white mage, so I switched him into this job and he became physicaly and magicaly brutal ! I put him in every tough fight because I knew he would get over it, whatever the way he would do it ^^
Theives and Assassins. When you get the dual sword ability from the Ninja job class, switch back to a Thief and dual wield the JP steal sword and the Ability steal sword... they have almost 60 weapon power ea.
Tinker has a fairly busted combo you can do early on where you give your entire party the Fortune Ring accessory, which makes them immune to sleep, which you can use in combination with Chroma Gem from the Dream Claws to put the entire enemy team to sleep with 50% accuracy basically with no risk to your own team. Gold Battery is an alright ability too, so long as you are focus firing like you're supposed to be so even if the enemy gets some HP back it's not a big deal. Tinker also has the best growths of any Moogle job, and of any class in the game, just very solid overall. Takes care to use but overall a very strong class for 90% of the content in the game I'd argue.
I always had banga in general near the bottom tier because there the only race that doesn't some sort of accuracy increasing ability. Also think hunter should be S tier with abilities like ultima shot and shockwave. Shockwave is the closest thing to lightning stab the game has and doesn't require a bow to do. I made my not ramza a paladin with hunter abilities
I put them there because they're good at their job, and above average across the board, including style, but they're not as outright broken as infinite damage, a nuclear handgun, instant death, or a guy that's literally immortal.
Thank You! It's been quite the buildup these last couple months! I love FFTA2, and honestly would cover it and it's rebalance mod more, but the DS is such a wonky thing to emulate, and I wouldn't know where to begin modding my DS to output video.
Yeah, I've got some opinions. Fencers get to go in S for poison strike, but Sages with AoE poison+damage (Bio) and Raise (AoE revive+Heal) don't? You could, in theory, fork this into about four videos if you're really looking to spread it around. Tier list for Passives (R/S abilities: Concentrate, Double Sword, Turbo MP, Counter, etc.) Tier list for Action abilities: Your ultima skills, your poison skills, juggler shenanigans. The job you absolutely want as your secondary. Tier list for Classes: Move, equipment, stat growths (i.e. "this is the class to powerlevel in, this is your endgame class, this class is _just_ good for its abilities and get out once you can, this class has crappy abilities but great growths and stats so bring in good abilities") Threat list for Enemies: who you want to get rid of quickly--because they'll wreck you or because they'll be an absolute nuisance with certain abilities. Bangaa who start as Bishops have decent-but-not-fabulous magic. No other Bangaa should do anything more magical than Templar for support goodies. Viera Doublecasting Summoners with Turbo MP hit huge areas with decent damage and were probably one of the biggest reasons FFTA2 went to starting at 0 MP instead of full MP. Also underrated: Viera Elementalists. Being able to drop even the obscure elements (air, darkness, water, earth) means they can probably hit a target's elemental weakness if one exists and attach a nasty rider effect (Slow buys you more time to kill something, Disable gives you even longer, Immobilize lets you lock them in place...) But I'm throwing a lot of noise about a 15+ year old game, so don't worry too much.
@@CoffeePotato I'd say tiering should be based on about three or four things: Availability, Investment Required, Raw Power, and Cheese Potential. Juggler, Fighter, and Hunter do well on availability and investment, okay on raw power, but minimal on cheese potential. A Nu Mou Alchemist / Sage with Last Quicken and Turbo MP gets AoE damage in rarely-resisted types, AoE heal/revive, brutal status effects, and retains item access. Great power, great cheese, but my word so much time and effort. Then you get something like Viera snipers. Bunny archers are fast and hit from range anyway so you'll probably be carrying one as soon as you plausibly can; you're gonna try and max out as many archer abilities as you can get, so you're gonna unlock snipers pretty quickly. Conceal and Beso Toxico are great tools and they are acquired relatively early. They're highly mobile, and the AI doesn't know what to do with poison or invisible units. Snipers totally belong in S tier for the class itself and its abilities. Conceal and Beso Toxico are even worth retaining on melee Assassins, and if abilities which previously had range to lean on are still worthwhile in melee, those are good abilities. Gunners are carried by gun range (although stopshot's good in melee), White Monks are carried by early availability and ranged attacks on a melee unit (as well as being the Counter-gaining-class for Bangaa).
My favorite was Moogle Gunner + Mage knight. (it's been 15+ years since I've played it so don't remember class names exactly + still watching through the video.) But I'd have a gunner that's shoot people to put them to sleep, charm them, and gunshot Ultima. Like infinite range, cleared every map I ever played with them. **edit** hey, the combo is there. Also other commenters have some awesome fun combos. I remember next to nothing about FFTA other then my OP gunner ultima debuff shooters. Don't know if I'll ever go back and play FFTA again but I feel an itch to do Knight of Lodis again from my youth. However that'll be After a run through of psp TO that i've been letting sit on the shelf for years.
Just started watching. Was linked to your channel via a bud on the insert credit forums. I love FFTA, it's very underrated! I've played it over four times through!
@@CoffeePotato I sort of never stopped playing it from the time I got it at launch! I'm glad to see someone is really taking it to the fullest... I mastered the law system and do try to convince people that it's not that bad + there's a hack that remove it. I think gamer bros just ruined this games reputation. Where I'm at in the game right now is trying to finish every mission, but you made me want to min-max my guys more and pick these cool overlooked classes. I have two ffta carts and a flash cart that I have all complete files on that I use to link and fight my own teams against eachother :p
@@CoffeePotato also I think FFTA easily has a soundtrack in the top 5 GBA games. The main thing that got me to commit to finishing FFXII last year was how the musical score sounded so FFTA-like. Which, btw, surprised you didn't put FFXII on the tier list! It's also very misunderstood (seeing a pattern here). I'm really peeved by anyone who continues the tired narrative of "single player mmorpg" because that in and of itself is an oxymoron and the game simulates a tabletop experience beautifully. Which also brings me to ask your thoughts on Crimson Shroud! One of the only games with simulated 3D dice rolls! So cool!!!!!!!
@@treefroggy CS looked interesting, but I haven't tried it yet. The FFTA soundtrack, though, especially when redone in FFTA2 is legendary. Surpassing their Tribe, Confronted Ones, Battle of Hope, just solid gold across the board.
i believe if the maps were more creative and detailed in terrain layout like in fire emblem, and if the Morpher actually turned into the monsters they morph into and copied their movement types, it would've been more loved. Note: my favorite job is the Morpher Job. i love the idea of defeating (in this case, Capturing) monsters and acquiring monsters souls to turn into them and use their powers. In a fan made story a friend read to me, their idea was giving the Morpher a skill they called Soul grab. the idea was to use it as a finishing move to acquire a monster's soul. that would've been epic.
I can't help but to get a kick outta how Marche sucks so much he wasn't even invited onto this Tier List... XD Ritz is the best Character in the game & in my Shamelessly Biased Opinion, she shoulda been the Main Character. :P I'm surprised Ranger isn't in S-Tier, considering i've heard before of FFTA Pro Players's fav Strat to break this game being refusing to let Marche lvl till he gains access to Ninja, then lvling all his lvls in Ninja for max Speed + good Atk, then having him train in Ranger just for Sonic Boom in combo with getting Sequence & going through the Grinding from Hell to get its Weapon Power lvled up to 255. From what I heard, Full Power Sequence powered Sonic Booms hit 5 spaces with stupid high damage & doesn't even need MPs. Also popular was Assassins wielding Bows & secondary ability set to the Sniper Moveset... i've heard this worked so well that in FFTA2 Assassins were nerfed into the ground... except for their deadliest part of them, their actual Abilities... XD Lastly, I think Defenders shoulda got at least A Tier, considering Expert Guard rocks... good luck trying to beat the Final Boss without that move & a Estreledge...
Fair, though I try to rate based off of things you wouldn't need a guide for, only what the game itself tells you. So like for Fell Seal, they tell you the level gains, so I'd have to rate it on that, but FFTA doesn't. Ranger with SB is pretty great even without meta training. Guard is excellent, though I recall spamming a lot of combos and long range sniping being my go to a lot of the time growing up.
@@CoffeePotato I'm a fan of Fell Seal... though i'm nearly at the end of the game then RL stuff happened & I still need to eventually return to that game & actually finish the last bit of it... plus check out the two new Monster Additions. I like many of the Monsters so much I think they Spotlight Steal from most of the Human Classes. :P My fav Build I cooked up all by myself on there was raising my first ever Monster I caught, that Beetle with the across-the-screen Charge, having it master all Monster Classes, then its final Moveset ended up Skeletal Primary & Clockwork Secondary. Gear was whichever Collar it was that gave the strongest armor against his Elemental Weakness... forget the Collar Color off the top of my head, one Hover Boots so it can fight near Water & Lava safely, (& if the Boots ever dodges any Traps, gravy on top), & 3 of those +2 Move Boots. The Beetle Natural Moveset included a passive powerup that boosted the damage of its attack by more the more Spaces it moved along with the Clockwork power boosting Defense the same way, though the latter had some Cap. The Beetle Move that hit extra hard in exchange for Recoil Damage synergized beautifully with the Skeletal power that made physical attacks get a sort of 'leech life effect' & there'd be times when I healed back almost as much Recoil as I took, & sometimes against squishy enough targets it'd actually out-heal the recoil damage & give me a little bonus healing! Beetle Charge was nice for crossing long lines of Map Distance, Clockwork's 'Repair' Ability was good for healing self if getting a bit beat up or giving a allied unit a emergency patch job, especially if it had killed everything around it & remaining bogies were pretty far away + outta Charge Attack LoS, & lastly, Skeletal's Passive Status Immunities are Charm & Berserk, thus armoring the Beetle against having his epic power Riposed onto me. ^_^
@@JoshuaGanoTyraxLightning That's the kind of insane nonsense I love Fell Seal for too, and there's something so satisfying when the AI manages to random roll stuff like that. I had 2 units on my first run who were there as long range Heal Nukes, spamming Rebirth and the "boom self to heal and clear the whole party" move to infinitely heal the whole team. Or just have a unit with all stacked speed items and traps. I think that it's pretty telling when I just finished Triangle Strategy, am waiting for an opening for a review, and all I wanted was to throw it aside and play some more Fell Seal or TO.
I like how honest you were with it, even though I don't exactly agree with the blue mage one, although I do agree that it does in fact need a lot of support. But if you get the right abilities.. Oh god it turns into an absolute raid boss Blue Mage/Monk or Blue Mage/Fighter is amazing from my experience
Very true, it's a great unit. When compared to how solidly they introduce the class in A2 by having it kick your party's collective ass repeatedly, it goes up to S for sure.
time mages can be very useful to speed up a character you want to farm on, so they get more turns to earn XP. Also very useful in a massive buff strategy, where you intend to solo the opposite team with one big offensive character (assassin or anything with 2swords) and lots of support/debuffs to cover him. Also useful when there's a massive threat on the other team that can be slowed down. But all in all, I don't think time mages on their own can be better than C tier (for Cituational)
FFTA the game that got me into the SRPG/TRPG games. My favorite thing when I finally discovered it was the I guess special characters for bringing items to quests.
@@CoffeePotato the way I found out was from that cup item needed for a quest and got the red mage from it, only found out she was special because she had double cast right away.
Summoner should for sure be in S tier, no question. When you pair Summoner with off-Red Mage you get the ability to double summon, which can become fairly ridiculous. Want to AOE heal and your choice of AOE elemental/holy damage in one turn? Sure, no problem. AOE revive and AOE heal immediately after? Sure, no problem. AOE reflect is also an option. Summoner gets S magic growth and A MP growth so you'll both hit hard and have the mana base to support many summons. Depending on your strategy you can also support skill either Half MP for the long game or Turbo MP if you just need max damage immediately. Off-Red Mage also means that get access to Poison which gains increased accuracy from Turbo MP. I'm convinced to this day that the reason they changed the starting MP in FFTA2 to 0 is because caster combos like the above were way, way too strong.
Fair, though I'm fairly certain the MP thing was originally to appeal to FFT fans at the start...before all timelines of the series just accepted that TO got it right the first time. Summoners can be really good, I just feel they're a bit awkward to get going personally. It takes a lot to get there.
IIRC you could do an infinite loop in FFTA2 with crit quicken, smile, blood price, dual cast, summons, and some elemental absorb items on the moogle and the viera.
Nu Mou, almost exclusively trained as a sage. Doesn't need to be fast(but it's still one of the faster Nu Mou jobs). Secondary white mage/black mage/ illusionist with turbo MP. Gg Ivalice. Gigaflare blasts things for 3-400 apiece. Add elemental weakness from black mage or illusionist, or you can have an essentially immortal party with white mage secondary.
Fair enough. This list was largely based on things that might be intuitively figured out on a first run. It's not really a game that requires extreme meta knowledge to even 100%, so it seemed like a more interesting way to rate things.
human hunter is S, viera sniper is B especially when compared to assassin, red mage is S as the second job for the summoner with her high magic stats, how is sage D?!!! basically it goes as follows: speed growth above 1 is B+, speed growth below 1 is F-.
ninja is obviously an tier A at least, a ninja with 2 katanas and 1 jp can one hit any normal foe with combo. Blue Mage if used properly is an S tier, huge gamma of skills, some of them are OP, like the ability to reduces enemies MP, or even goblin punch with a bit of luck.
Triggered by some of the choices haha but it's good to see other opinions. Blue mage (only requires a beastmaster) really should be A-tier because of night, white wind, bad breath. Just those three abilities are enough tbh and you find lamias, sprites, and malboros frequently enough. There are no human time mages. White mages and time mages are a couple of my favourite jobs and have very good utility. Excluding named characters I would have the following: S-tier (broken): Assassin, Ninja, Alchemist A-tier (great): Blue Mage, Red Mage, Hunter, Gladiator, Mog Knight, Sage B-tier (good): White Mage, Time Mage, Fighter, Illusionists, Bishop, Summoner C-tier (average): Paladin, Dragoon, Templar, Juggler, Sniper, Black Mage D-tier (weak): Elementalist, Fencer, Defender, Morpher, Animist, Thief E-tier (bad): Archer, Gunner, White Monk, Beastmaster, Soldier, Warrior F-tier (negative slot): Gadgeteer The S-tier can ohko with ease. Assassin and Ninja have amazing speed, and Alchemist's Death is a ranged ability. A-tier have ultima abilities or have excellent utility. B-tier have strong stat growths or utility. D/E tiers have weak stat growths and limited utility. Gadgeteer is a waste of a slot. Sorry Bangaas
Fair, though it's been surprising to see a few folks defending the gadgeteer on cheese potential. The Blue Mage has definitely been the most contentious one, but the way I see it, and like it said in the video, for someone going through it without a guide, there's either no or very, very few blue mages to actually show how the class works. The only skill you see on an item is Learn, and I know I went through the game multiple times expecting to find something, and didn't growing up. Actually it was kind of the Crossbow of FFTA for little kid me (For context, FFTA2 mentions characters using Crossbows, which don't exist in the game). Once you know the secret, yeah, they're incredible, but figuring that out at least deserved a mission tutorial, I think. The one in FFTA2 whoops your ass early on to show you what they can do.
The strongest character I ever made was a 9 movement dual wield Paladin that had insane magical/physical defense and used Bonecrusher to pulverize enemies. He would usually solo half of every encounter himself before the rest of the party caught up.
Thumbs up for the video, but the tier list feels really wrong. Either from skill or stat perspective, it doesn't seems right. Why even bother to put NPC on the list?
Because personal opinion. I figured most folks played it once, and wanted to base a tier list on my first playthrough and what was naturally discoverable. Only because A2 has some interesting twists on that.
Also Summoners are absolutely A or S tier, especially Paired with Red Magic and with Doublecast it’s the overall best “versatile mage” build in the game. Some Strong Wide Area of effect damage and healing/support magic coupled with having some other stuff from Red Mage such as Barrier. Half MP or Magic Power+ are fantastic support ability picks for this. White Magic can also be a good alternative secondary action ability for a Summoner for the AOE Buffs though also somewhat redundant when you have Unicorn, Kirin, and Phoenix.
The joy I got from grinding my characters to get the assassin was so much fun. It was literally curtains for whoever played me after that haha good time.
Blue Mages should be higher on the list, probably C tier. They're not that difficult to train and come with really great support skills. White Wind is a low manacost heal with great value. Angel's Whisper is an automatic ressurect. Matra Magic is a great counter to physical attackers with fairly ok accuracy. Bad breath can give the frog debuff status and its fairly accurate. The Dragon power ups are great tools. BM has a lot of useful skills that'll adapt to any situation if you give him the time and effort to train. The only thing IMO that's preventing BM from going any higher is that its stats and stat growths suck. One more thing, my favorite class is the Defender. Loved using Aura + Meltdown to instantly kill tanks, though the hit rate is 50/50
Fair, and I'm aware of their potential, but the list was rated largely on the odds that someone would intuitively pick up on those things on their first couple playthroughs. Kind of like how Terror Knights in Tactics Ogre are usually on the bottom end of the list for almost everyone, but could technically be one of the best units in the game, if utilized right. So, for Blue Mages, I asked folks that had played through the game whether they ever figured out the blue mage, and in all but one case, most folks saw it, didn't really get it, and moved on. It's rare enough that it's not always there, and unintuitive enough that even the one guy that did figure it out only had some 2 skills by the time they were done. It's not a bad thing, just how I ordered this list. I love them, personally, as I said. The coat enough was enough for me to keep them around. Also, agreed, the Defender is good fun!
You might want to take another look at the growths for Blue Mage my guy -they certainly don't suck. Minimum top 3 or better in every stat - even strength. Compared to the Hunter (which a lot of people recommend purely for the solid growths) the Blue Mage matches or beats it in ever single stat. Ninja beats it in speed and nothing else, and the Paladin beats it by 0.5 average per level in HP and Def, but loses everywhere else. You might want to consider using Blue Mage - even just for the stat growths! Edit: just for clarification, I mean top 3 for humans. The Blue Mage suffers a bit compared to some of the growths for other races
The Gadgeteer’s offense abilities is garbage besides being lucky and have haste and barrier on your entire team, but likewise could happen to the enemy. But I believe the true worth of the Gadgeteer is it stats growth and reaction abilities. Firstly, have you ever seen the stat growth!? It’s insane! Near identical defense and higher resistance growth than the moogle knight, as much attack as your typical bangaa class and decent magic and hp all around. Check the FF wiki to see the exact growth. Personally I think Damage < MP ( I forgot how it was called) is on the best reaction ability. It effectively doubles your HP. Moogles tends to be defensive behemoths. Paired with the moogle knight, you’ve basically can never die. In the second game, Damage < MP gets really nerfed though. Auto Regen is nice too lol. The Gadgeteer is one of my favorite jobs, but I honestly do wish that the second game boot this job out instead of the Morpher, cuz that my most favorite job!
True, but this tier list wasn't really about the end all be all meta. A lot of this list was skewed towards what was most intuitive. So, most folks didn't even go into FFTA knowing how stat growths worked, assuming it was just by level (I know I did). You can somewhat Intuit "fighters get better at fighting" and such, but figuring out that the Gadgeteer was a stat class is unlikely. I still think they're really fun to use.
Alchemist definitely should be S tier. It gets a solid buff spell in Astra, but really shines with Death and Toad. Insta-kill move and frogshape, both very useful throughout the game if you can get the maces for them early enough. As for Paladin, it's easily at least A tier for me with the proper setup. By which I mean Doublehand and Strikeback with a higher end knightsword. It's defense is great, sure, but you can easily put out 150-200 damage per hit and nuke anything that isn't built as a physical defender. And that's before taking Holy Blade into account. The only thing really holding it back is speed, but high level armor and maybe a Summoner giving you reflect to keep you alive until you can reach enemies can offset that in favor of sheer damage output. Imo Ninja should also be higher, it gets great speed and evasion which can be boosted with proper gear, and Double Sword with high end katanas can almost match the Paladin with damage output. Especially if you give it Strikeback. Whenever I end up replaying the game, my starting human Soldier ends up going about 10-12 levels or so in Figher for that physical offense growth before switching to Ninja to combine that offensive power with speed. Plus it gets a blinding move, and blinding moves in my book are a class all their own.
True, consistent blinding makes the game so easy. On my playthrough right now I have blinding moves on my Viera, 2nd Hume, Nu Mu and Montblanc. Combined with white magic on the Nu Mu, my party has become nearly invincible to the AI around level 14/16.
"so Dragoons take D tier..." Weird flex...but ok... "Summoner goes to C tier..." What?why? "Blue mages are the worst..." THAT'S IT... I'M GOING NUCLEAR
For me the most dangerous class is the blue mage, in fact there is a skill that is quite feared, and it is "roulette", practically if you play your cards well you can eliminate a group of enemies of 8 members by a blue mage, (although It's only 80% of you surviving)
Been a while since I played, but remember being able to use Ninja dual wield as Fighter and equipping 2 strongest swords and basically breaking the game with damage. So maybe Fighter S-tier?
So a lot of the list was skewed towards what most would find or use on a first run, and Dual Wield is one of those things that wasn't the easiest things in the world to find. Really good, busted on anything if you have it (I had a two knife thief that did the same thing).
FFTA and A2 are my two favorite games of all time, I wish they had an online competitive scene like pokemon does! Happy to see you are making content for this game still but I think the whole goal of the game is to combine abilities from different classes, such as double sword + paladin, which is the class with the highest damaging one handed weapons while wearing the highest stated armors in the game. If that character is Ritz, they get Ribbon too. For this reason, taking jobs individually in a vacuum paints the wrong picture; not to mention that literally anything can get you through the game because of how easy it is. From my point of view, a truly accurate picture would be imagining a PvP scenario in which both players build the most optimal strategy possible for their team. What would the game there look like? What would be the best classes (or combinations of)? You'd probably want Wygar (KO immunity) on everyone and Ribbon/Minwu on everybody that can carry one, then you'd value MOV a lot so jobs with base 4 move and a lot of jump are superior to the other job counterpart that would offer the same 2 A-Abilities but less MOV. For these reasons, a 6-Tinker strategy where your whole team wears Wygar would be viable, which is why KO Immunity becomes a no brainer on everyone no matter what, and a Ribbon is too because assassins can resort to Rockseal if you are KO immune. Suddenly Assassin + Sniper can use Aim:Armor to get rid of Wygar and then start scoring insta-kills! Ribbon is the real game changer: female characters are strictly better than male charaters and exceptions like Ritz (female + human) is a true S tier, a real auto-include in any serious team no matter what. Doublecast Summoners are extremely powerful in a game where everybody starts off at full mana (and they are still bonkers in A2 thanks to blood price), just resurrecting your whole team at amazing speed (thanks to assassin training) while being immune to all debuffs thanks to Ribbon. Absurd. I could write about this all night! TL;DR the game is too easy and anything can beat the single player, tier lists for that are whatever. What would be really interesting in my opinion would be a tier list for a hypothetic competitive game, so both teams controlled by humans, all members perfectly trained to maximize the stats you want, with all items and all abilities available to them and all at level 99.
True, and I've been saying the same thing in about half the comments on here. This is just a fun way to have an excuse to talk about this without starting yet another series about it.
@@CoffeePotato Oh yeah I get that, I was just saying I'd love a video with a competitive tier list and hear your thoughts on what would be the best, I'd spend hours making a tier list like that in voice call with another expert like you! Same goes for A2!
the blue mage abilities angel whisper and white wind were so useful though, plus matra magic and magic hammer were killer. i would argue C tier maybe D tier
I kinda like the blue mage abilities as a secondary skill. Bad breath does a bunch of status aliments on your enemy. Its just a pain finding all their skills, but once you do they are far from useless. I would rank paladins higher. You can pair double sword on your paladins so they can become better damage dealers with excalibur in both hands. Plus they have healing and holy attacks. Also, assasins get more accurate/deadly with concentrate and conceal. Over all a good list.
On the blue mage, for FFTA, you either had to get really lucky or have a guide to figure them out. Intuitiveness was a big part of the ranking here. You see several well made Blue Mages in FFTA2, so they're an A there. They're practically a hidden class in FFTA.
@@CoffeePotato I guess I got lucky cause I had the guide. :) However, I do think the bluemage abilities are underated. Whitewind, badbreath, and mighty guard were all my go to's in the game and continue to serve me well in all the FF games. Again I like this as my secondary skill.
As much as I love Ritz, she 's just so slow to be worthwhile at anything (gamefaqs folks conditioned me to value speed over everything else lol). Interesting choice on the Fencer, I never put too much importance on poison as I'm always playing this game in particular with hyper efficiency. Assassins and Ninjas with BM's Night spell, Hunter/Paladins like someone said below and a Juggler and/or the ultima gunner. Ninja's stat growth (speed) is the best humans can get but you're right their job is trash otherwise lol.
True on all counts. I always prioritize tricks and defense, probably why a lot of these are where they are. That said, Ritz waaaas kind of way more right about the plot. Just saying, I was waiting for the option to say "screw this, I like her idea way better."
@@CoffeePotato Lmaoo oh absolutely, but as simple and childish as the plot is it’s also extremely thought provoking. Who’s truly right? Is Marche a horrible human being? Are there any consequences to staying there forever? So much good stuff.
@@tostonesgg Exactly why I loved A2 even more. They grew up, they got jobs, but they can seemingly still summon up that world for kids that need a time out, apparently. Then Luso gets there and he's just like "yeah, screw going back, my grandma can wait, and this mess is SIIIICK"
In one playthrough i ran with a Dragoon/Defender who would just explode himself. Eventually I kicked him from the team because his slow movement meant he couldn't keep up with the front line my assassin kept shredding. Never got Cid. But now it occurs to me that you have to 100% the game to get him and once you do that what's the point?
@@CoffeePotato hey!.... very true tbh. The game wasn't hard enough to require the skills they got when they got them. A 'sage' / 'white mage' nu mou and an 'illusionist' / 'black mage' nu mou covered all the bases that a loaded blue mage could before it could while also dodging laws. I will say angel whisper was very worth it if you could get it though through beastmaster with fairy control, but otherwise it's just to make a ridiculous unit, not a practical one (which this tier list was going over i feel even though some went over compiling other classes skills and some didn't) AOE demi, Heal half hp and auto-raise in one spell, a full heal, that one fairy meteor ability, all very strong but other classes had their combos online before a blue mage could and without the unorthadox methods and planning of particular monsters on particular missions needed. I'd still argue that a capped blue mage was one of the strongest units in FFTA but would agree it's not worth the time invested. Same for morpher but with the hunt mechanic instead of control. Silly builds this game can have if anybody who read this far can play with that I feel isn't talked about enough: - Blue Mage + illusionist with the white mage turbo mp was funny if someone wanted a silly build to try. (If you invested in blue mage hard enough as stated above) - Red Mage + Summoner or Elementalist since their skills can be double cast (makes elementalist usable to put two hard statuses on an enemy but far more worth it for summoner imo) - Gladiator + Defender when defender gets Aura. the ability to set auto-life becomes real handy towards end game and Expert Guard can help cause a distraction to hard hitting enemy targets. - Templar + Gladiator also can slap because Cheer is basically aim from archer and stacks with gladiator shenanigans. Two turns of hitting is generally better unless the enemy has an annoying reaction that has a small frame to get through (Though the more sane thing woud just be using greased bolt from warrior or faster from archer)
White Monk should be B tier, they are the most painful "range" (Air Render) in the super early game. And Dragoon should be B tier just for its cool purple graphic skin. Fencer overrated, should be C tier. Sages should be in S or at least an A tier. Assassin deserve SS tier.
The only objection about this tier list is the Blue Mages F rank. All stats grow can be lame (every stats grow 5 points) but his skills like: Tantra Magic, Dragon Force, and Angel Whisper (learned from monsters) are the most powerful in the game. Even the HP>MP reaction skill is broken
True, but this is assuming someone will figure them out. Part of this list was how intuitive a class was based on what was around, and there's almost no blue mages in the game to even show people the potential there. FFTA2 2 did this way better.
I'm just starting out as a new player (less than 3hrs in currently.) I like how you put the classes based on realistic circumstances and not just peak potential (ie emphasizing the difficulty of the Sage, Morpher, and Time Mage.) I'm in way over my head, but based on pure raw power (not obtainability) are a min-maxed Sage and Morpher good? From what I'm aware of, the Sage has an incredible spell repertoire and the Morpher (when turned into a max stat-buffed dragon) has some of the best stats in the entire game. The problem is they're both classes I plan to have by my mid/endgame.
They're good, pretty much anything min maxed can be good, but I know personally around mid game I found basic casters multi classed for opposing roles very reliable. Black/Time, White/Alchemist, Bishop, etc. One shots are nice, options are nicer, I think.
Recently ran a black mage all the way through and switched to sage end game where he one-shot with lifedrain any enemy that looked at him. Durable too from the sage stats.
Yes, but you have to go well out of your way to get it. The skill is entirely missable if you're not thorough, which I counted as a minus for this list.
Going to have to disagree with your rating on sage and summoner. There's no way sage is worse than the soldier class. They get raise, bio and giga flare. Also, the reason why red mage is so high is because of summoner.
That's fair, I just don't think it's enough for them to keep pace personally. Single hits are done more consistently by the mainline melee and ranged units, while overwhelming magic hits tend to have a ton of other, more insane options. They're situationally handy, but kind of just weird in my book. I mean I personally used Sage/Illusionist for a while, but never utilized the sage book, and ultimately went Alch for the free Item slot later. That's why I rated them where they are, but like all tier list stuff, it's personal experience and opinion (just like how folks were ready to string me up for saying Blue Mage in FFTA was bad on account of having no good examples to work from in game). Summoner can be good on its own due to adaptability, red mage for the same reason...combine them and it's happy time.
A bit of both, but in context. This was largely skewed by how likely someone was to find this stuff without a guide. Fencer is easy to use, and can fix a lot of problems. Blue Mage is great...but let's be honest, no one figured that crap out without a guide.
@@CoffeePotato fiuh i thought you realy serious for a while. Glad to hear that. Yeah fencer is simple for first time player. But in my experience archer is savior. The debuff skill is so op. (Thats what i am thinking in my first run, about 10 or so ish years ago.) Ps. My english bad, sorry
@@radioman5825 True, and that's why I consider the combo of the two of them to be one of the best things a player will immediately recognize. Poison especially is common enough that I'm sure most folks will realize it's infinite. If it can be poisoned, it's already dead. I'm actually super surprised that's even a thing.
Blue mage is vastly underrated, but otherwise I agree with this list. Bad Breath, practically removes an enemy from a fight, Mantra Magic can easily be abused for both offense and defense, Night combined with sleep protection allows you to immediately disable the enemy team. Damage to MP is the only way I managed to kill the final boss (she usually kills my team with a summon before I even get a turn in)
I would release the other races and have a team of just Humes and Vieras. MAYBE 1 Nu’Mou or Moogle though since Concentrate on Gun/Melee Moogles was good. Forgot the name of the classes.
I adore channels that still make content on this game, this game has so many good memories for me
Same here. I want to do more challenges for it if time will just chill a moment.
I actually started playing this game again. That's how i got here.
@@kristopherhall140 Great stuff, glad to help with a new run of this gem!
@@CoffeePotato I legit had the same idea! Restarted A2 hard difficulty today, was thinking of making nuzlocke rules or doing one race only or something hahahah
@@Laxerjan Nuzlocke would be interesting, but hard to keep track of. Plus on Hard sometimes you just lose before even going, so it might want some extra stuff, like only counting after a rule break, or doing a sort of mercenary thing, where your oldest always has to be fired when a recruit comes in.
using assassins in this game is like speedrunning pokemon with nidoking horn drill and x-accuracy
Spot on.
Perfect description.
If you get the kaiser knuckle early in, your white monk can be an early game powerhouse using air render!!
Biggest collection of hot takes on FFTA's job system I've seen. Still, I'm glad you've touched upon an old favorite that needs more love!
I always find it funny that Illusionists are built completely around damage spells in this game. That target every enemy on the map at that.
Typically Illusionists in rpgs are less about damage spells and more about doing things like invisibility, charm, other stealth and trickery related spells and what not.
Dragoons are awesome and I love when you stab through two people at once with a spear its hillarious
Dragoons are one of my favourite classes from FFTA. I always have one on my team. Their ability Jump gives them so much range, plus given a number of maps have elevation means the Dragoon can catch enemies very easily unlike a lot of other classes.
Plus equipped with a spear that gives them two squares instead one is great for hitting enemies.
Double cast + summoner = broken in the main story.
also:
double weapon + gladiator = Broker
alchemist + ??? (a good combination because alchemist can also use items, eter when you are out of MP)
Double cast + anything is broken, especially late game.
@@drakoky6894 Gladiators dont have dual wield tho
@jamesculla7102 you can make any human dual weild swords once you get the ninja weapon that grants the ability. You just have to make your character into a ninja long enough to learn the skill then you can use double sword with any sword weilding class. Its good on gladiator but absolutely busted on paladins who get the best swords in the game. Two greatswords in one turn does insane damage
@@jamesculla7102 I think he meant fighter, though Paladin weapons are better AFAIK.
Blue mages are not that hard to use and frankly even if they just get a couple abilities they can be extremely powerful. Bad Breath basically takes a unit out of the combat, white wind and angel whisper are incredible healing abilities, matra magic, twister, Lv? Flare... all incredible abilities. You don't even need to go through extra steps to get monsters to use theses abilities on you, just leave blue mage close to the monster and they usually use those abilities in a few rounds. Even the healing abilities can be received by killing all other monster units first and then charm that corresponding monster. I always get the white wind and angel whisper very early on this way. Additionally, 'Learn' is a support ability that can be learned very quickly and you don't even need to stay in this class for long to take all these amazing abilities and go off to gain AP on other classes. Beast master controlling enemy beasts is also incredibly easy to do, simply equiping the corresponding instrument before the fight would be sufficient.
True, but this was largely considering how easy a class is to just route in and use along the way. You need prior knowledge and some setup to get most of their moves, you're not likely to just find them going through. The other combos on the list were stuff that could just be stumbled into on accident.
Lv? is luck base, White wind and Angel whisper is much later in game when you have Control Fairy and require quite some setup to accomplish. But yes, high risk high reward.
@@tonywolf5127 I only ever got them through charming because of of late fairy controlling abilities. Charm can be obtained very early on hence I recommended it in my reply. It does take a few turns as they may not always use the healing ability, but it isn’t really difficult
Lets not forget "night", as soon as your blue mage gets that ability, you equip the rest of your team with sleep protecting gear (most people do use a lot of status protecting gear so thats already covered by default most of the time) and you have negated 99% of the games battles
you can still have your blue mage fight and level up as another more powerful class so they can be a terrifying paladin using two of the most powerful swords for humes in the game and all the usual "maxed out warrior" set too (half of it is getting "two swords" and stat increases from the ninja class while actally using another one, mostly paladin or hunter), so when out of range he just sleeps all of the enemy team in one swoop, when you start getting close just use mantra magic on any enemy thats still awake (if they have high mp, just cast dragon force on yourself instead and become an even more unstoppable paladin) and after that its a no risk holy blade rampage
in my last playthrough thats what i did with Marche and he was unstoppable by himself, felt like i didnt need more characters and half of that id say were the blue mage abilities, also after all that you still have at least 3 more characters to go at the enemy (sleeping enemy team? that means max accuracy everything for you, including assassin instakills) so yeah, get your main fighting guy night and the game is basically over at that point, the rest of the nice BM abilities just seal the deal.
@@BurningVAP the dual welding Blue Paladin is my favorite combo
Assassin and Ninja triple S tier. Posting this before watching.
Assasin yes, Ninja is kind of good for one skill in my book. I know, they're good attackers, but I know personally I'd rather a unit use literally any other weapons.
I never used any Ninja skill
@@CoffeePotato Ninja skills suck besides double strike but you still want Ninja for almost all of Marsh's levels. It's the best speed gains class for human. So you get the thief skills you need, level up as a ninja, and then finish up as a fighter or paladin with real high speed pretty much. Similar idea with the Viera leveling up as assassins and worrying about the proper skill mix later.
@@gigglestomp5403 True, though for this list that's knowledge that most players likely wouldn't pick up on without a guide or outside knowledge.
@@gigglestomp5403 Double Sword is great for learning new skills as well, since you can learn two at once or one twice as fast.
Red Mage is secretly the most OP class in the game. Have two Red Mages with concentrate run in and doublecast Sleep on all the enemies. Then a juggler comes in after and Smiles one of them so you can sleep the backrow too before they get to move. Give them Assassin in the 2nd skill-slot so they can clean up the sleeping enemies with Last Breath afterwards, or have a Fighter do it with Beatdown.
Juggler and Fighter should have "Damage>MP" reaction ability and "item" in the 2nd skill-slot; that way you have two unkillable Phoenix Down users to make sure you never lose anyone while fighting in the Jagds.
Sounds a bit like the Spellstrike/Balmy Breeze Enchantress and Guaranteed Crit stacking or TP dumper builds in TO.
I get that your tier list is based on a less focused playthrough of the game, but man. Double Sword is OP as hell and you can hand it off to a Fighter/Blue Mage combo, Elementalists have a ton of great debuffs and the damage on the abilities is great compared to Ninja Skills (which suck damage-wise, you were right on that take), and Summoners basically dunk on any grouping because they're the only class to get a 2-tile radius instead of the regular 1 on their casts, which also means you can hit targets at much further range on maps that would otherwise be extremely unforgiving to cross distances on. Give a Summoner Turbo MP and watch them just wash entire clans away. Red Mages on their own are weak most of the time, unless you pair it with at least one other class skill, but then you're competing with Assassin/Elementalist/Summoner/Sniper which is a tough sell but not unthinkable. Train Doublecast and Sleep then change jobs.
Hard agree on Assassins though. Viera is the strongest race *by far*.
Yeah. I remember having dual wielding on my Fighter and doing MASSIVE damage with Marche by giving him my 2 best swords and nothing else even remotely keeping up.
I used 2 vieras, assassin/sniper and assassin/summoner
I love ninja’s double sword too. I love thief too they can steal skill although…
Summoners also have the second best power leveling of the game, if I don't remember wrong
Red Magic is the best Secondary Action for a Summoner by far. More so when you have Doublecast. Makes such a fantastic versatile Mage build.
Double casting strong wide area of effect spells for damage and healing/reviving is just too nice.
Or Double Casting Barrier here and there which makes up for Barrier being only single target.
And doublecasted Sleep can be nice when you wanna steal some stuff lol
I think Elementalist deserve to be higher up. While not great, its not a bad class. Elemantal damage + debuffs, and healling.
True. They probably could have been higher.
I think it's Fire Whip that gives Disable on enemies, which is really strong
debuff are pretty good especially if you also combine it with red mage
BLU, HNT, BST, MOR
Super gimmicky party but it’s so fun to play that way
The holy quatrinity
There is so much I disagree with here.
First of all: Ezel on S tier?! EZEL?! He gets 2 spells ever, and one of them is Astra, have you ever used Astra? Yeah, me neither. Sure sleeping enemies is somewhat usefull, but they wake up if you attack them and also Red and Blue Mages can get it done just fine. He deals no damage despite having the game's highest mag gain. He can't change classes. Easily F tier for me.
Next: It's unclear what you are looking to when doing this ranking, in some cases you take the class in a vacuum without combining it with any other classes and abilities, but for some of them you place them high because of some combination between the two. The biggest offender in this regard is you placing Viera Archer and Fencer high because of bow range Swarmstrike, despite Poison being really weak in this game AND Snipers getting Beso Toxico which does the same thing with a higher base damage and not needing to waste the secondary skill slot in a class that doesn't add any other thing. All this while placing Summoner low in a game where Summoner + Red Magic + Turbo MP can 1 shot half the enemy team or more.
Third: you place the Blue Mage low because it is "gimmicky" but place the far more gimmicky and less versatile Morpher really high?
Blue Mage can learn a lot of really usefull spells, some do need the help of a Beastmaster, like White Wind and Angel Whisper (the single best two heals in the game) and Dragon Force (The ONLY way to get Atk and Mag UP, really strong permanent buff). However a lot of other really strong spells you can get just playing the game normally while having the Learn support abillity equiped: Bad Breath practically nullifies a target, Night sleeps everyone which is the only spell Ezel uses and you put him in S tier! Matra Magic can deal a bunch of damage to a physical unit, etc.
On the other hand Morpher needs you to capture a wild beast (with at most 24% chance, and it can't be the last enemy) and then you waste 1 turn transforming before you can get any attacks off, and you can't easily change between different species, so you are pretty much locked. Also if you actually want it to hit hard you need to go to the monster farm and feed the monsters a lot of your items to get them happy, and then again a lot of more items to get their stats high... Sure, you can get your three Flans to 999 all stats and then use the Morpher as a Black Mage on steroids, but it costs A LOT of money and time, and you really would only do it for the Flans, all other monsters are not worth the effort.
Also Morphers are NOT how you get the Blue Mage to work, Beastmasters are. You can't actually Learn from Morphers, only Monsters and other enemy Blue Mages.
Id argue Hunters are better than Snipers. They also get Ultima on a bow, but without having to sacrifice their whole second ability slot to a class where all the other skills are melee. And they get some actually good skills like Sidewinder which is free extra damage against Monsters, and they are quite prevalent in the game, they also get Sonic Boom for some AoE.
Paladins on their own might not look that good, but the strongest weapons in the game are 1H Knightswords only they can use (Sequencer, Nagrarok, Excalibur2) so with Dual Wield they become truly OP, even if you never use their abilities.
White Monks on their own I would agree are quite low tier, however in the early game they are quite powerful, since Air Render has a fixed base power that's higher than any weapons you get by then and is ranged. Also they are one of the best secondary abilities for most other Bangaa classes due to their ranged and AoE attacks.
I strongly disagree with this list, very interesting! I wrote out a comment but I realised most of the stuff I was going to say had already been said in other comments, lol. From what you say, I'll have to try out Morphers more seriously, though. Getting the souls is a pain, but it's true that there are a few really strong monster abilities...
Well, I appreciate the forward research! But yeah, no tier list is going to be perfect, this is what always worked for me. Always felt guilty using souls growing up, joys of going to Catholic school and assuming an invisible judging hand over everything.
I basically just use an assassin with a bow and ultima shot, a fighter with double sword, and a geomancer.
Maybe a hunter and a templar but that's really all you need. The normal enemies never really get much harder past a certain point.
I use the summoner with the red mage secondary ability a lot and it serves me a lot.
PS: I found out that in the first fight against Llednar I was able to reduce him to 1 HP with a skill.
Definitely one of the best Mage builds!! Especially when you got Doublecast in the mix.
lmao this is so nostalgic, and yea gunners, if i remember correctly had stop time shots which are busted af
Gunners are goated
8 tile range game enders are wildly busted for no reason whatsoever.
All Vieras deserve S rank because I love that brown skin
th-cam.com/video/kpWUa73icaU/w-d-xo.html
Honestly without the mog knight, gunners are already really good once you get concentrate and stopshot. Being able to stop units from across the map is pretty nuts.
Easily a favorite combo.
This will probably be a long comment, I'm just gonna give my opinion on this list so, yeah, heads-up and sorry for the wall of text. I agree with most of this, but there are some jobs I would switch around. First off I would bump Illusionists down one spot. The base strength of their spells are just so much weaker than other classes, and the MP cost means only two or three spells if you try using Turbo MP to boost their power. They do have very high MP growth, though, so that's something. If Snipers are S tier, Hunters should be as well. This is the class that gets the humans Ultima spell, and they're already able to equip ranged weapons (for anyone who may not know, all Ultima abilities have the same range as the user's weapon). I have to bump Bishop down a tier or two just because of the Bangaa's naturally low MP and Magic, and how few classes they get access to help them with that, I think Bishop may actually be the best Bangaa class for raising MP and Magic. Defender, realistically, I would put in A, but based on a personal experience I had the first time I beat the game, S tier or higher, my Defender was my MVP simply because he WOULD. NOT. STAY. DOWN. This is because Aura (Regen and Reraise on the user) had no MP cost in FFTA, so I'd just slap it on at the beginning of the final boss battle, and run around reviving all my melee units who would then give my Defender time to recast Aura when he went down, all the while my Gunner is spamming Ultima and my healer (can't remember which class I was using for that) is just chilling in case of an emergency. It became a war of attrition I couldn't lose. This was years ago, though, so I could be misremembering. I also came underleveled because I had no idea the crap-storm I was running into. Ninja's might deserve B tier because of their Speed growth, I believe a guide I looked at for a list of Blue Magic said something along the lines of, it doesn't matter if your strongest character deals 200-300 damage a turn if each enemy is hitting them two to three times before they get a chance to attack. Dragoons get Dragonheart (casts Reraise after taking damage), so that might warrant a higher rank. Sages get Water and Aero like Bishops, but with the MP and Magic to back it up. They also get the Nu Mou's Ultima spell, but Nu Mou don't get any ranged weapons, and that coupled with their low speed I think keeps them from going beyond C tier. I'm not sure if Elementalists should get bumped up a tier or not, but it's worth mentioning how many different elements they can use (six out of eight) and how useful some of those status effects are, plus they can heal. And I love Blue Mages in this game, yes their spells can be a pain in the ass to get, but they make great support classes. Mighty Guard and Dragon Force to boost stats, Expose Weakness and Bad Breath to cripple enemies, White Wind and Angel Whisper for healing (and more Reraise, can you tell I like Reraise?), Matra Magic just shreds enemies with low MP, and if all else fails, you can just Blow-up a few enemies. Or kill the Blue Mage and use the Monk's Revive ability to get him down to 1 HP so you can use Limit Glove, guaranteed to hit the damage cap everytime it hits. I think they're a little more useful in A2, with just a few more abilities choose from, but really I just think their fun.
Oh my god, it was quarter to 2 in the morning when I started that, and now it's 3:30. I think I have a problem, please send help.
Very good
@@stevenbart2375 😂
Honestly this list feels dang weird
Hard to tell if u rank them how they perfom in a battle between 2 players or if u rank their use in the story
I rank them by general effectiveness on their own, ease of integration, and cheese potential for the most part.
Assasins, Red Mages and Gladiators were my bae when i used to play. Bangaas were the best race. ❤
Love your tier list but the bishop placement is really triggering me. It's the worst class since Vangaas are terrible at magic, super slow, not good moves, putting Ninjas behind them when they're the among th fastest + Double Attack... The Summoner and the Sage are also miles better.
Oh and the Blue Mage is pretty good, very good stats, awesome abilities (Night is a global Sleep spell which is crazy).
And the Viera white mage is much better than the others since she's a lot faster.
I would trade blue mage and bishop places, and move Ninja up to A tier.
Fair on all counts, but here's why I put them there:
Bishops may not be great in many respects, but many of their attacks can't be resisted, and their support can be handy if they don't have a target. I personally like them in a sort of Swiss army knife role. Plus them suckers are stylish👌
Ok, Ninjas. Double Attack is OP. Agreed. Who keeps their unit as a ninja when using it, though? The ninja spells themselves are pretty lackluster. Personally, I get them into any other class as soon as possible, but that ability would easily be S tier.
Blue mage also would be A Tier, and I love the class....but getting those skills is whole thing. Mighty Guard and White Wind are awesome, but I know in my last run, I forgot about the stat thing...and kinda trained them as a fighter until I could get the skills I wanted with the trainers. Then..well, it came to light that White Wind is not too great when they've trained as anything physical most of the game. They're kind of like the original Tactics Ogre warlock in that way. For most, they're a pretty iffy class. If you knew what to do with them early, you can make them a god.
I was largely basing this last on what I, as well as other folks that told me about their first runs, had discovered on their first runs.
@@CoffeePotato For Ninjas, I do agree their spells are pretty bad, but their stats are also super good so you kinda want to train your human damage dealers as ninjas to get super speed and good Atk anyway so you don't want to switch them. They also have good mobility with high mobe and high jump, with their high speed they are very good in chasing and killing down targets. The Paladin is a great final class I think, but training him as Ninja for double attack + the speed stat, and giving him either Hunter or Blue Mage second ability makes it a very powerful human unit.
Bishop petrify can be good, and their spells are not resisted true, but he doesn't get more powerful spells like Firaga, but his damage is always limited especially since the stats aren't good. The Sage also has Aero and Water, however has access to stronger spells like Giga Flare, and he has much better stats than the Bishop.
For the Blue Mage, I don't think it's that bad. Having a Beast Tamer tame the beast and then use the skill is want is tedious yeah, but in the end you get the skill right away and don't have to grind with a specific weapon equipped.
Anyway that's just nitpick, I really love the game job mechanic it's really fun to explore.
@@Yanninho78 Dang right it is. I always love when a game leans super hard into some oddly specific mechanic they never even bother to explain. Speaking of, Tactics Ogre Details Part 1+1 will be after this. In terms of several potentially game changing mechanics they never bother to note anywhere.
@@CoffeePotato ninja spell is suck but double attack is crazy one, maybe ninja can increase critical hit each double attack, if you equipment ability dual wield for paladin, that's change you paladin to become attacker position but def still higher and paladin technique called holy sword mostly crazy damage but only effect for monster darkness elements just undead monster but for non elements still higher damage, fighter class job is balance class job, but don't expect too much, those technique fighter really far broken, damage really average assassin class job.
@@kerrygamer9359 True, but I know if I could only choose each class as it comes out of the box, ninja would not be one of them. I know they can do a lot of damage, but damage is rarely the whole story in these games. They still have to get close to do that damage. Double is fantastic, but it doesn't make the class itself good, it makes it a skill donor.
Marche always felt like kind of the bad guy in this game. All of his friends lives got better, but he was obsessed with getting back home. He wanted to go back to normal, to his perfectly average life free from any sort of suffering, so his friends could go back to having a drunk deadbeat father and no mom, constantly being made fun of for their appearance and trapped with a debilitating disease and an insensitive asshole of a brother.
Then it didnt help that when i played he walked around surrounded by assassins murdering everything in one hit
I'm surprised there's no overhaul mods to make the Ritz timeline.
@@CoffeePotato id play that version, have to waste less time doing viera wanted missions too 👍
😅 just fried my son up like that
Let's see how I reconcile this list (before listening)
F: Defensive support specialists who are often locked out of contributing offensively.
E: More fragile and offensive middle line specialists who can't OHKO anything.
D: I got skills but I'd rather be something else in my race.
C: I only do one thing well and I'm easy to ignore if you're prepared for it.
B: Push me! I'm the "I win" button. (In the right formation.)
A: Strong combinations of versatile action abilities and good stats (though I would put Sage here and Animist in D.)
S: Control fighter specialists (I'd switch Illusionist for Alchemist).
Thanks for putting recent content out for this game! I love it so much and just started another playthrough on my miyoo mini
Them things are so dang neat! Glad to do so, I would cover all of these more if I had the time, it's an underserved genre for sure.
Bad take on Ritz being the only smart character. The game is an allegory for escapism, and permanently using something to avoid your real life problems isn’t noble/helpful or good. But you can healthily use escapism, your favorite games, movies, recreational drugs, etc to learn how to overcome your problems irl. This is how Ritz learns to love her hair, and how Mewt’s dad learns to stop going into work hungover, and etc etc etc. it’s the core theme of the story
You don't need to play any sidequests to get any classes in FFTA, you do in the sequel.
Also, Dragoons are way better than you give them credit for. Jump is all they really need and they have really good stats. I played a Single Class Challenge as Dragoons and nothing was even remotely threatening.
Your intro quests are still there, and fair enough.
Also Templars having Hastega is a pretty substantial part of them I’m surprised you didn’t mention.
Great skill set especially if you’re not using anyone with Time Magic for some reason.
soldier is an amazing class in the early game. good tankiness, good support skills with the reduction of damage and speed and once you get them, you can change to any other melee class
I would just spam first aid to level up 😂
Babus caused me some major headache as a kid! That was my first ever Wiegraf situation back then (also my first Tactics game in general). I always love jugglers because insta-moves with Smile as well as Inact with Dagger felt incredbly broken back then. I think they can also inflict Stop, but I barely hit with that so I stopped using it. White Monk being the only battle monk type class without a direct upgrade is always a bit of a bummer going back because I love that trope. The second game really made me happy with Master Monk though and technically, Air Render is some of the strongest stuff you can get in the early game.
So I just got into ff14. And remembered how awesome this game was. But Omg, I didn’t realize how many classes are. God damn!!!!
You should see FFTA2 or Tactics Ogre, then 🤣
This is finals week for college so naturally I'm going to make a full analysis response at 3am.
This is the game I've replayed for half of my childhood and twice after highschool, while I played the sequel during/once after highschool.
The core concepts for this tier list are good but there are priorities that make this game incredibly easier than intended; enemy AI, the action economy, and stat gain.
The devs for the sequel picked up on this meta and thoroughly changed it to where you need to treat it like Disgaea and make your heroes OP to even stand a chance in the endgame dungeons, which have just as broken enemies. But for now I'll talk about *this* game.
For the central 5 tiers; A is valuable, B always usable, C mostly usable, D mostly outclassed, E completely outclassed. I will rank characters based on the max potential as their class, and what they can currently equip as said class. Any class not mentioned belongs where the uploader put them, in my opinion.
Concentration, Turbo MP and Half MP carry the Support-A's. Damage > MP and Dmg: Quicken carry reactions. Anything else is underclassed here.
Half MP saves the less magic-aptitude races from emptying the mana barrel, and higher accuracy means actions will not be wasted as easily by having to flank enemies for better hit chance or to risk a powerful spell only to miss.
This point alone means in terms of what heroes can accomplish when accuracy isn't a worry, and/or due to higher output of turbo MP:
S tier; TmMg (NuMou)
C tier; WhtMg (Viera)
E tier; All other races of Black, White, Time mages, Illusion (Hume)
The reason Time Mage is in S is their Magic Growth is insane, raise your Nu Mou as this and switch to Black Magic or Illusion when you're ready.
====HUME====
I like mine varied with style.
Fighter slaps everything but isn't fun unless he's pushing people off cliffs or selecting a weak, stunned helpess critter with Beatdown. B tier
Paladins get the best equipment in the game plus the best support skills for teammates that don't require MP, S is written all over PaladinS.
Archers are best when they're Viera. E tier for here
Ninjas have the best speed here, plus a dispel, and also enable the wonderful Double Sword. B tier
Thieves are best when they're Moogles, Kupo. The only thing keeping it from E is I can be a klepto and Steal: Ability saves me a TON of gear hopping. D tier
Blue Mage should not be in the tier with *IT* for the setup required. He has the widest and most useful kit in the game, but since monsters aren't broken, he's only overpowered as far as support. Most useful is not most destructive. His offense is too balanced. He is destined to not rise above A tier.
====VIERA====
Fast and deadly. Assassins belong in a solo tier titled "We created a god without thinking of the repercussions."
Fencer B tier. Poison is an early game debuff that's easily cleansed, but speed down remains valuable forever. Especially when slow hits the same target.
Red Mage spits on the action economy. S tier
Archers spit to deal damage, they are there as a temporary Concentration mule. C tier
Summoners have outstanding power growth yet are also slow. Slow Viera are a sin!!! But the AoE is such a net positive with proper setup. A tier
Elementalists are good for alternative elements for healing or damage, if laws or even gear interfere. Plus elementalshift is fun. C tier
====BANGAA====
Muscelss :)
Gladiator gets the swords that hurt the most, with the skill that hurts the most. S tier
Templar gets some of of the best equipment in the game, great support magic, bonecrusher, wep atk+, AND he looks cool. All S no brakes
Bishops get holy? Not White Mages? Various useful magic but no muscle. Halve MP is truly for this class alone, but this class alone is made to be picked up and discarded. D tier
Defenders are just selfish Paladins but I can respect the repeated kamikaze threat they pose while cycling Aura>ExGuard>Meltdown. C tier
Dragoons are nice, but they're what you level your Templar up as since Templars have the worst speed growth. You gonna equip them with a sword for life, are you a freak? Of course not, you clicked on a tier list video. Outclassed by their ideal subclass. E tier
White monks carry ranged attacks, a revive, balanced atk and mag, a dispel, and great speed! This is what you level up Bishops as! A tier
====NU MOU====
I am strict with these guys, every turn needs to count because of their globally low speed.
Ezel I'm talking to you. Narcolepsy is not enough to put you in that tier without being able to pick up concentrate. A tier because he's the equivalent of a Tinker who doesn't suck, which is just a key support.
Alchemists spit on unit economy! Items forever! S tier
Beastmasters? Not in this action economy. Would be F tier but they can get monsters to go to jail. Doesn't matter if they help Blue Mages, E tier
The M in Morphers stands for migraine. They heard the outcry and have the best speed a Nu Mou can get, but at the expense of sacrificing a turn to go all-out. In this action economy? Even if I spent my days stuffing every monster at the monster farm to beef stats he's gotta sit there and get in the zone before blasting. The speed is wonderful but here's how I suggest you use him. Give him the time mage subclass. I heard someone compare the Haste spell to Pot of Greed and that is so applicable here. That alone makes this guy B tier no matter how weird he is, because he can stand in one spot and abuse Haste/Quicken to allies.
Babus is the resident pyro with his fire attack and no concentrate/turbo mp to supplement it. He works, but others can work better.
Even if he is immune to time magic, C tier.
Sages can do a lot even if their class' ultimate is pointlessly expensive since Nu Mou aren't known for blunt force. Raise is handy. B tier
====KUPO====
They don't want attack or magic, make em fast and make em weird.
Tinker is an exception to the weird rule and has committed numerous war crimes. I am not exaggerating when I say there is no tier low enough for Tinker.
Animists do several things and excel at none of them, except for cooking delicious meals. They can always fill a support. B tier
Mog Knights are cute little nukers even if the speed and move are bad. The growth is good enough that MogK/Gun or Gun/MogK doesn't matter, as long as they start off as Mog Knights for the superior attack. We'll go ahead and welcome them into S tier. That being said,
Gunners have bad growth and spit to deal damage, they are utilized solely for the insane range and Concentrate. No matter how useful stopshot is, A tier.
Thieves (Moogles) have remarkable speed, combined with Concentrate as well as what I mentioned for Hume Thieves? S tier. This'll be your team's main klepto.
I'm distressed by Montblanc not being here likely meaning he was killed off. Get him to Time Mage immediately, the stat growth will help as he will be your main Black Magic user as the subclass. Turbo MP is inaccessible to Moogles, and he just wants to blast so concentrate isn't useful either; give him Geomancy instead. When you get comfortable with his magic power, train him in a class that consumes very little MP like Juggler or Thief, then switch him back to Black Magic and supplement him with equips from there. All of this pushes him between A and B tier but it's the alternative to Jagd Killing. Remember kids, killing is bad.
Hah, Funnily enough I was going to cover that in today's video that's supposed to be out....19 minutes ago, whoops. This does confirm Montblanc can actually die, then, I wasn't just imagining it 🤣
For anyone that is interested in this channel, Coffee Potato is reporting news about Tactics Ogre Reborn as well as several analysis on the classes and other interesting stuff!
Thief is s tier. Never leave your enemies with any equipment ever
Thank you for this tier list! It brings back great memories from the late 2000's.
Thank You for watching! I get nostalgic for these from time to time, and folks wanted a lot of tier lists that month.
I just finished the game. My "endgame" build(which I didn't see coming):
Marche: Ninja x Fighter - Double Sword x Bonebreaker
Cesare: B.Mage x B.Mage - Turbo MP x Return Magic
Gelda: R.Mage x Elementalist - Doublecast x Turbo MP(not a lot of damage)
Tony: Ninja x Fighter - Double Sword x Bonebreaker
Rooster: Ninja x Black Mage - Double Sword x Return Magic
Ocon: B.Mage x W.mage - Turbo MP x Return Magic
Average lvl maybe 31, Llednar was so easy I took that fight to steal Masamunes. I just felt that speed is insanely important, so much that I started toying with the enemies after learning time magic. I was just so pissed at the final boss I just went with maximum damage to nuke the hell out of her. Worked like a charm, both forms took 2 turns. I just didn't see Ritz or Babus playable.
Summoner/Red Mage is the BEST Viera Mage build though lol.
Gunner/Mog Knight was my bread and butter in the late game. I'd absolutely mow everything down.
My favorite Bangaa class combination is the Templar-main sub-Bishops. Kept their martial presence with the lances' unique range 1-2 while also loaded with unique spells, Magick Counter and Halve MP to boot.
The sage and the summoner are so low ! The sage is the only n'moh class where you're not afraid to face an enemy ! He is strong with magic and with his weapon, he is slow but being faster would have render him a battlefield monster !
Summoner + red mage = happiness !
I'm happy to see that this game still generate videos on TH-cam, I really loved playing it !
Same here, it's always a joy to go back to. Sage is weird. Yes, if they've been training as a sage, they're pretty strong, but if they were almost any other caster and suddenly switched into one, they're going to have a rougher time. Granted, it's been a while, but that's how I remember it working.
My sage was a former white mage so his magic skills were so on point ! Having a red mage and a summoner I no lnger needed a white mage, so I switched him into this job and he became physicaly and magicaly brutal ! I put him in every tough fight because I knew he would get over it, whatever the way he would do it ^^
Beside double strike (which can kill an enemy in one turn), I use ninja to debuff monsters so they are easier to catch by Hunter.
True, they're pretty handy Cherry Tappers.
Theives and Assassins. When you get the dual sword ability from the Ninja job class, switch back to a Thief and dual wield the JP steal sword and the Ability steal sword... they have almost 60 weapon power ea.
So Shara is just some rabbit?
A murdery one that the internet probably has some weird art of, I'm fairly certain, sure.
I had a lot of fun turning everyone in frogs with the alchemist lmao
Can't go wrong there
when I saw dragoon get D teir I felt a tinge of pain, I was expecting at least c tier or b tier
Hey, it hurt me to put a spear unit there. They're just weird and sell themselves as weak despite strong offense.
Tinker has a fairly busted combo you can do early on where you give your entire party the Fortune Ring accessory, which makes them immune to sleep, which you can use in combination with Chroma Gem from the Dream Claws to put the entire enemy team to sleep with 50% accuracy basically with no risk to your own team. Gold Battery is an alright ability too, so long as you are focus firing like you're supposed to be so even if the enemy gets some HP back it's not a big deal. Tinker also has the best growths of any Moogle job, and of any class in the game, just very solid overall. Takes care to use but overall a very strong class for 90% of the content in the game I'd argue.
Assinate not only is insta death it also has a 90 percent hit rate and the class can also make itself invisible
And can return fire any ranged attack or reflex and dodge anything that's not magic or a skill
Thief like my most beloved job, it is gateway to Ninja, it have steal weapon and steal abilitty, it have counter
I always had banga in general near the bottom tier because there the only race that doesn't some sort of accuracy increasing ability.
Also think hunter should be S tier with abilities like ultima shot and shockwave. Shockwave is the closest thing to lightning stab the game has and doesn't require a bow to do. I made my not ramza a paladin with hunter abilities
I put them there because they're good at their job, and above average across the board, including style, but they're not as outright broken as infinite damage, a nuclear handgun, instant death, or a guy that's literally immortal.
Hey man, love your vids and your passion for Matsuno's tactics games. Congrats on 1K subs! Also what do you think of FFTA2?
Thank You! It's been quite the buildup these last couple months! I love FFTA2, and honestly would cover it and it's rebalance mod more, but the DS is such a wonky thing to emulate, and I wouldn't know where to begin modding my DS to output video.
@@CoffeePotato look up pokemon challenges desmume settings, it made mine run super smooth, such a pleasure to play it and speed it up as well!
Yeah, I've got some opinions. Fencers get to go in S for poison strike, but Sages with AoE poison+damage (Bio) and Raise (AoE revive+Heal) don't? You could, in theory, fork this into about four videos if you're really looking to spread it around.
Tier list for Passives (R/S abilities: Concentrate, Double Sword, Turbo MP, Counter, etc.)
Tier list for Action abilities: Your ultima skills, your poison skills, juggler shenanigans. The job you absolutely want as your secondary.
Tier list for Classes: Move, equipment, stat growths (i.e. "this is the class to powerlevel in, this is your endgame class, this class is _just_ good for its abilities and get out once you can, this class has crappy abilities but great growths and stats so bring in good abilities")
Threat list for Enemies: who you want to get rid of quickly--because they'll wreck you or because they'll be an absolute nuisance with certain abilities.
Bangaa who start as Bishops have decent-but-not-fabulous magic. No other Bangaa should do anything more magical than Templar for support goodies.
Viera Doublecasting Summoners with Turbo MP hit huge areas with decent damage and were probably one of the biggest reasons FFTA2 went to starting at 0 MP instead of full MP.
Also underrated: Viera Elementalists. Being able to drop even the obscure elements (air, darkness, water, earth) means they can probably hit a target's elemental weakness if one exists and attach a nasty rider effect (Slow buys you more time to kill something, Disable gives you even longer, Immobilize lets you lock them in place...)
But I'm throwing a lot of noise about a 15+ year old game, so don't worry too much.
Honestly it'd be neat to go back and do a community tier list just based on what people have been posting here for the last year.
@@CoffeePotato I'd say tiering should be based on about three or four things: Availability, Investment Required, Raw Power, and Cheese Potential. Juggler, Fighter, and Hunter do well on availability and investment, okay on raw power, but minimal on cheese potential. A Nu Mou Alchemist / Sage with Last Quicken and Turbo MP gets AoE damage in rarely-resisted types, AoE heal/revive, brutal status effects, and retains item access. Great power, great cheese, but my word so much time and effort.
Then you get something like Viera snipers. Bunny archers are fast and hit from range anyway so you'll probably be carrying one as soon as you plausibly can; you're gonna try and max out as many archer abilities as you can get, so you're gonna unlock snipers pretty quickly. Conceal and Beso Toxico are great tools and they are acquired relatively early. They're highly mobile, and the AI doesn't know what to do with poison or invisible units. Snipers totally belong in S tier for the class itself and its abilities. Conceal and Beso Toxico are even worth retaining on melee Assassins, and if abilities which previously had range to lean on are still worthwhile in melee, those are good abilities.
Gunners are carried by gun range (although stopshot's good in melee), White Monks are carried by early availability and ranged attacks on a melee unit (as well as being the Counter-gaining-class for Bangaa).
My favorite was Moogle Gunner + Mage knight. (it's been 15+ years since I've played it so don't remember class names exactly + still watching through the video.)
But I'd have a gunner that's shoot people to put them to sleep, charm them, and gunshot Ultima.
Like infinite range, cleared every map I ever played with them.
**edit** hey, the combo is there.
Also other commenters have some awesome fun combos. I remember next to nothing about FFTA other then my OP gunner ultima debuff shooters.
Don't know if I'll ever go back and play FFTA again but I feel an itch to do Knight of Lodis again from my youth.
However that'll be After a run through of psp TO that i've been letting sit on the shelf for years.
Yeah, TO PSP is definitely not one to miss. That's not a dive or a romp, that's an expedition 🤣
Just started watching. Was linked to your channel via a bud on the insert credit forums. I love FFTA, it's very underrated! I've played it over four times through!
It's one of those that's awesome to revisit now that most of us folks have grown up. There's so much more here than many remember.
@@CoffeePotato I sort of never stopped playing it from the time I got it at launch! I'm glad to see someone is really taking it to the fullest... I mastered the law system and do try to convince people that it's not that bad + there's a hack that remove it. I think gamer bros just ruined this games reputation. Where I'm at in the game right now is trying to finish every mission, but you made me want to min-max my guys more and pick these cool overlooked classes. I have two ffta carts and a flash cart that I have all complete files on that I use to link and fight my own teams against eachother :p
@@CoffeePotato also I think FFTA easily has a soundtrack in the top 5 GBA games. The main thing that got me to commit to finishing FFXII last year was how the musical score sounded so FFTA-like. Which, btw, surprised you didn't put FFXII on the tier list! It's also very misunderstood (seeing a pattern here). I'm really peeved by anyone who continues the tired narrative of "single player mmorpg" because that in and of itself is an oxymoron and the game simulates a tabletop experience beautifully. Which also brings me to ask your thoughts on Crimson Shroud! One of the only games with simulated 3D dice rolls! So cool!!!!!!!
@@treefroggy Yeah, I think a lot of us kids at the time just didn't like following rules, which is....kind of what they were going for, I guess?
@@treefroggy CS looked interesting, but I haven't tried it yet. The FFTA soundtrack, though, especially when redone in FFTA2 is legendary. Surpassing their Tribe, Confronted Ones, Battle of Hope, just solid gold across the board.
i believe if the maps were more creative and detailed in terrain layout like in fire emblem, and if the Morpher actually turned into the monsters they morph into and copied their movement types, it would've been more loved.
Note: my favorite job is the Morpher Job. i love the idea of defeating (in this case, Capturing) monsters and acquiring monsters souls to turn into them and use their powers.
In a fan made story a friend read to me, their idea was giving the Morpher a skill they called Soul grab. the idea was to use it as a finishing move to acquire a monster's soul. that would've been epic.
Dragoon with a spear + Gladiator jobs : DOUBLE ULTIMA SHOT. It used to be one of my powerhouse units 😅
I can't help but to get a kick outta how Marche sucks so much he wasn't even invited onto this Tier List... XD
Ritz is the best Character in the game & in my Shamelessly Biased Opinion, she shoulda been the Main Character. :P
I'm surprised Ranger isn't in S-Tier, considering i've heard before of FFTA Pro Players's fav Strat to break this game being refusing to let Marche lvl till he gains access to Ninja, then lvling all his lvls in Ninja for max Speed + good Atk, then having him train in Ranger just for Sonic Boom in combo with getting Sequence & going through the Grinding from Hell to get its Weapon Power lvled up to 255. From what I heard, Full Power Sequence powered Sonic Booms hit 5 spaces with stupid high damage & doesn't even need MPs.
Also popular was Assassins wielding Bows & secondary ability set to the Sniper Moveset... i've heard this worked so well that in FFTA2 Assassins were nerfed into the ground... except for their deadliest part of them, their actual Abilities... XD
Lastly, I think Defenders shoulda got at least A Tier, considering Expert Guard rocks... good luck trying to beat the Final Boss without that move & a Estreledge...
Fair, though I try to rate based off of things you wouldn't need a guide for, only what the game itself tells you. So like for Fell Seal, they tell you the level gains, so I'd have to rate it on that, but FFTA doesn't. Ranger with SB is pretty great even without meta training.
Guard is excellent, though I recall spamming a lot of combos and long range sniping being my go to a lot of the time growing up.
@@CoffeePotato I'm a fan of Fell Seal... though i'm nearly at the end of the game then RL stuff happened & I still need to eventually return to that game & actually finish the last bit of it... plus check out the two new Monster Additions. I like many of the Monsters so much I think they Spotlight Steal from most of the Human Classes. :P
My fav Build I cooked up all by myself on there was raising my first ever Monster I caught, that Beetle with the across-the-screen Charge, having it master all Monster Classes, then its final Moveset ended up Skeletal Primary & Clockwork Secondary. Gear was whichever Collar it was that gave the strongest armor against his Elemental Weakness... forget the Collar Color off the top of my head, one Hover Boots so it can fight near Water & Lava safely, (& if the Boots ever dodges any Traps, gravy on top), & 3 of those +2 Move Boots.
The Beetle Natural Moveset included a passive powerup that boosted the damage of its attack by more the more Spaces it moved along with the Clockwork power boosting Defense the same way, though the latter had some Cap. The Beetle Move that hit extra hard in exchange for Recoil Damage synergized beautifully with the Skeletal power that made physical attacks get a sort of 'leech life effect' & there'd be times when I healed back almost as much Recoil as I took, & sometimes against squishy enough targets it'd actually out-heal the recoil damage & give me a little bonus healing! Beetle Charge was nice for crossing long lines of Map Distance, Clockwork's 'Repair' Ability was good for healing self if getting a bit beat up or giving a allied unit a emergency patch job, especially if it had killed everything around it & remaining bogies were pretty far away + outta Charge Attack LoS, & lastly, Skeletal's Passive Status Immunities are Charm & Berserk, thus armoring the Beetle against having his epic power Riposed onto me. ^_^
@@JoshuaGanoTyraxLightning That's the kind of insane nonsense I love Fell Seal for too, and there's something so satisfying when the AI manages to random roll stuff like that. I had 2 units on my first run who were there as long range Heal Nukes, spamming Rebirth and the "boom self to heal and clear the whole party" move to infinitely heal the whole team. Or just have a unit with all stacked speed items and traps.
I think that it's pretty telling when I just finished Triangle Strategy, am waiting for an opening for a review, and all I wanted was to throw it aside and play some more Fell Seal or TO.
I like how honest you were with it, even though I don't exactly agree with the blue mage one, although I do agree that it does in fact need a lot of support. But if you get the right abilities.. Oh god it turns into an absolute raid boss
Blue Mage/Monk or Blue Mage/Fighter is amazing from my experience
Very true, it's a great unit. When compared to how solidly they introduce the class in A2 by having it kick your party's collective ass repeatedly, it goes up to S for sure.
Gadgeteer has some good usage, Blue Mage B tier. Illusionist S tier for Human, F tier for Nu Mou. I love this game and its complexity
also Templar/Whitemonk is incredibly strong
time mages can be very useful to speed up a character you want to farm on, so they get more turns to earn XP. Also very useful in a massive buff strategy, where you intend to solo the opposite team with one big offensive character (assassin or anything with 2swords) and lots of support/debuffs to cover him. Also useful when there's a massive threat on the other team that can be slowed down. But all in all, I don't think time mages on their own can be better than C tier (for Cituational)
Sounds about right, and I love the pun
FFTA the game that got me into the SRPG/TRPG games. My favorite thing when I finally discovered it was the I guess special characters for bringing items to quests.
That mechanic blew my mind after going back to it too.
@@CoffeePotato the way I found out was from that cup item needed for a quest and got the red mage from it, only found out she was special because she had double cast right away.
@@jima.3478 What's with this genre and not nothing to explain it's coolest mechanics?
Summoner should for sure be in S tier, no question.
When you pair Summoner with off-Red Mage you get the ability to double summon, which can become fairly ridiculous. Want to AOE heal and your choice of AOE elemental/holy damage in one turn? Sure, no problem. AOE revive and AOE heal immediately after? Sure, no problem. AOE reflect is also an option. Summoner gets S magic growth and A MP growth so you'll both hit hard and have the mana base to support many summons. Depending on your strategy you can also support skill either Half MP for the long game or Turbo MP if you just need max damage immediately. Off-Red Mage also means that get access to Poison which gains increased accuracy from Turbo MP.
I'm convinced to this day that the reason they changed the starting MP in FFTA2 to 0 is because caster combos like the above were way, way too strong.
Fair, though I'm fairly certain the MP thing was originally to appeal to FFT fans at the start...before all timelines of the series just accepted that TO got it right the first time. Summoners can be really good, I just feel they're a bit awkward to get going personally. It takes a lot to get there.
IIRC you could do an infinite loop in FFTA2 with crit quicken, smile, blood price, dual cast, summons, and some elemental absorb items on the moogle and the viera.
@@eqsaz True, but loops like that tend to get boring fast.
@@CoffeePotato Fair enough.
Nu Mou, almost exclusively trained as a sage. Doesn't need to be fast(but it's still one of the faster Nu Mou jobs). Secondary white mage/black mage/ illusionist with turbo MP. Gg Ivalice. Gigaflare blasts things for 3-400 apiece. Add elemental weakness from black mage or illusionist, or you can have an essentially immortal party with white mage secondary.
Fair enough. This list was largely based on things that might be intuitively figured out on a first run. It's not really a game that requires extreme meta knowledge to even 100%, so it seemed like a more interesting way to rate things.
human hunter is S, viera sniper is B especially when compared to assassin, red mage is S as the second job for the summoner with her high magic stats, how is sage D?!!! basically it goes as follows: speed growth above 1 is B+, speed growth below 1 is F-.
ninja is obviously an tier A at least, a ninja with 2 katanas and 1 jp can one hit any normal foe with combo.
Blue Mage if used properly is an S tier, huge gamma of skills, some of them are OP, like the ability to reduces enemies MP, or even goblin punch with a bit of luck.
Triggered by some of the choices haha but it's good to see other opinions.
Blue mage (only requires a beastmaster) really should be A-tier because of night, white wind, bad breath. Just those three abilities are enough tbh and you find lamias, sprites, and malboros frequently enough. There are no human time mages. White mages and time mages are a couple of my favourite jobs and have very good utility.
Excluding named characters I would have the following:
S-tier (broken): Assassin, Ninja, Alchemist
A-tier (great): Blue Mage, Red Mage, Hunter, Gladiator, Mog Knight, Sage
B-tier (good): White Mage, Time Mage, Fighter, Illusionists, Bishop, Summoner
C-tier (average): Paladin, Dragoon, Templar, Juggler, Sniper, Black Mage
D-tier (weak): Elementalist, Fencer, Defender, Morpher, Animist, Thief
E-tier (bad): Archer, Gunner, White Monk, Beastmaster, Soldier, Warrior
F-tier (negative slot): Gadgeteer
The S-tier can ohko with ease. Assassin and Ninja have amazing speed, and Alchemist's Death is a ranged ability. A-tier have ultima abilities or have excellent utility. B-tier have strong stat growths or utility. D/E tiers have weak stat growths and limited utility. Gadgeteer is a waste of a slot.
Sorry Bangaas
Fair, though it's been surprising to see a few folks defending the gadgeteer on cheese potential. The Blue Mage has definitely been the most contentious one, but the way I see it, and like it said in the video, for someone going through it without a guide, there's either no or very, very few blue mages to actually show how the class works. The only skill you see on an item is Learn, and I know I went through the game multiple times expecting to find something, and didn't growing up. Actually it was kind of the Crossbow of FFTA for little kid me (For context, FFTA2 mentions characters using Crossbows, which don't exist in the game). Once you know the secret, yeah, they're incredible, but figuring that out at least deserved a mission tutorial, I think. The one in FFTA2 whoops your ass early on to show you what they can do.
When i was a kid I would put concentrate mp and flare on a sage/alchemist and it would one shot almost anything.
The strongest character I ever made was a 9 movement dual wield Paladin that had insane magical/physical defense and used Bonecrusher to pulverize enemies. He would usually solo half of every encounter himself before the rest of the party caught up.
Thumbs up for the video, but the tier list feels really wrong. Either from skill or stat perspective, it doesn't seems right. Why even bother to put NPC on the list?
Because personal opinion. I figured most folks played it once, and wanted to base a tier list on my first playthrough and what was naturally discoverable. Only because A2 has some interesting twists on that.
Also Summoners are absolutely A or S tier, especially Paired with Red Magic and with Doublecast it’s the overall best “versatile mage” build in the game.
Some Strong Wide Area of effect damage and healing/support magic coupled with having some other stuff from Red Mage such as Barrier.
Half MP or Magic Power+ are fantastic support ability picks for this.
White Magic can also be a good alternative secondary action ability for a Summoner for the AOE Buffs though also somewhat redundant when you have Unicorn, Kirin, and Phoenix.
Dude I'm replaying it and I love it so much. My best game, and the game I've spent the most hours playing
It's definitely an often overlooked gem. Plus if you want a similar feel today, there's always Fell Seal.
The joy I got from grinding my characters to get the assassin was so much fun. It was literally curtains for whoever played me after that haha good time.
Paladin on C tier? just dual wield 2 excaliburs and spam holy blade
Blue Mages should be higher on the list, probably C tier. They're not that difficult to train and come with really great support skills. White Wind is a low manacost heal with great value. Angel's Whisper is an automatic ressurect. Matra Magic is a great counter to physical attackers with fairly ok accuracy. Bad breath can give the frog debuff status and its fairly accurate. The Dragon power ups are great tools. BM has a lot of useful skills that'll adapt to any situation if you give him the time and effort to train.
The only thing IMO that's preventing BM from going any higher is that its stats and stat growths suck.
One more thing, my favorite class is the Defender. Loved using Aura + Meltdown to instantly kill tanks, though the hit rate is 50/50
Fair, and I'm aware of their potential, but the list was rated largely on the odds that someone would intuitively pick up on those things on their first couple playthroughs. Kind of like how Terror Knights in Tactics Ogre are usually on the bottom end of the list for almost everyone, but could technically be one of the best units in the game, if utilized right. So, for Blue Mages, I asked folks that had played through the game whether they ever figured out the blue mage, and in all but one case, most folks saw it, didn't really get it, and moved on. It's rare enough that it's not always there, and unintuitive enough that even the one guy that did figure it out only had some 2 skills by the time they were done. It's not a bad thing, just how I ordered this list. I love them, personally, as I said. The coat enough was enough for me to keep them around.
Also, agreed, the Defender is good fun!
You might want to take another look at the growths for Blue Mage my guy -they certainly don't suck. Minimum top 3 or better in every stat - even strength. Compared to the Hunter (which a lot of people recommend purely for the solid growths) the Blue Mage matches or beats it in ever single stat. Ninja beats it in speed and nothing else, and the Paladin beats it by 0.5 average per level in HP and Def, but loses everywhere else.
You might want to consider using Blue Mage - even just for the stat growths!
Edit: just for clarification, I mean top 3 for humans. The Blue Mage suffers a bit compared to some of the growths for other races
The Gadgeteer’s offense abilities is garbage besides being lucky and have haste and barrier on your entire team, but likewise could happen to the enemy. But I believe the true worth of the Gadgeteer is it stats growth and reaction abilities.
Firstly, have you ever seen the stat growth!? It’s insane! Near identical defense and higher resistance growth than the moogle knight, as much attack as your typical bangaa class and decent magic and hp all around. Check the FF wiki to see the exact growth.
Personally I think Damage < MP ( I forgot how it was called) is on the best reaction ability. It effectively doubles your HP. Moogles tends to be defensive behemoths. Paired with the moogle knight, you’ve basically can never die. In the second game, Damage < MP gets really nerfed though. Auto Regen is nice too lol.
The Gadgeteer is one of my favorite jobs, but I honestly do wish that the second game boot this job out instead of the Morpher, cuz that my most favorite job!
True, but this tier list wasn't really about the end all be all meta. A lot of this list was skewed towards what was most intuitive. So, most folks didn't even go into FFTA knowing how stat growths worked, assuming it was just by level (I know I did). You can somewhat Intuit "fighters get better at fighting" and such, but figuring out that the Gadgeteer was a stat class is unlikely. I still think they're really fun to use.
Alchemist definitely should be S tier. It gets a solid buff spell in Astra, but really shines with Death and Toad. Insta-kill move and frogshape, both very useful throughout the game if you can get the maces for them early enough.
As for Paladin, it's easily at least A tier for me with the proper setup. By which I mean Doublehand and Strikeback with a higher end knightsword. It's defense is great, sure, but you can easily put out 150-200 damage per hit and nuke anything that isn't built as a physical defender. And that's before taking Holy Blade into account. The only thing really holding it back is speed, but high level armor and maybe a Summoner giving you reflect to keep you alive until you can reach enemies can offset that in favor of sheer damage output.
Imo Ninja should also be higher, it gets great speed and evasion which can be boosted with proper gear, and Double Sword with high end katanas can almost match the Paladin with damage output. Especially if you give it Strikeback. Whenever I end up replaying the game, my starting human Soldier ends up going about 10-12 levels or so in Figher for that physical offense growth before switching to Ninja to combine that offensive power with speed. Plus it gets a blinding move, and blinding moves in my book are a class all their own.
True, consistent blinding makes the game so easy. On my playthrough right now I have blinding moves on my Viera, 2nd Hume, Nu Mu and Montblanc. Combined with white magic on the Nu Mu, my party has become nearly invincible to the AI around level 14/16.
"so Dragoons take D tier..."
Weird flex...but ok...
"Summoner goes to C tier..."
What?why?
"Blue mages are the worst..."
THAT'S IT... I'M GOING NUCLEAR
I explained the logic in the video, it's right there 😆
@@CoffeePotato can you not hate every job I love? Jokes aside I can see your points.
@@FerLopez5 Theoretically 😆
For me the most dangerous class is the blue mage, in fact there is a skill that is quite feared, and it is "roulette", practically if you play your cards well you can eliminate a group of enemies of 8 members by a blue mage, (although It's only 80% of you surviving)
Been a while since I played, but remember being able to use Ninja dual wield as Fighter and equipping 2 strongest swords and basically breaking the game with damage. So maybe Fighter S-tier?
So a lot of the list was skewed towards what most would find or use on a first run, and Dual Wield is one of those things that wasn't the easiest things in the world to find. Really good, busted on anything if you have it (I had a two knife thief that did the same thing).
FFTA and A2 are my two favorite games of all time, I wish they had an online competitive scene like pokemon does!
Happy to see you are making content for this game still but I think the whole goal of the game is to combine abilities from different classes, such as double sword + paladin, which is the class with the highest damaging one handed weapons while wearing the highest stated armors in the game. If that character is Ritz, they get Ribbon too.
For this reason, taking jobs individually in a vacuum paints the wrong picture; not to mention that literally anything can get you through the game because of how easy it is.
From my point of view, a truly accurate picture would be imagining a PvP scenario in which both players build the most optimal strategy possible for their team. What would the game there look like? What would be the best classes (or combinations of)? You'd probably want Wygar (KO immunity) on everyone and Ribbon/Minwu on everybody that can carry one, then you'd value MOV a lot so jobs with base 4 move and a lot of jump are superior to the other job counterpart that would offer the same 2 A-Abilities but less MOV. For these reasons, a 6-Tinker strategy where your whole team wears Wygar would be viable, which is why KO Immunity becomes a no brainer on everyone no matter what, and a Ribbon is too because assassins can resort to Rockseal if you are KO immune. Suddenly Assassin + Sniper can use Aim:Armor to get rid of Wygar and then start scoring insta-kills!
Ribbon is the real game changer: female characters are strictly better than male charaters and exceptions like Ritz (female + human) is a true S tier, a real auto-include in any serious team no matter what. Doublecast Summoners are extremely powerful in a game where everybody starts off at full mana (and they are still bonkers in A2 thanks to blood price), just resurrecting your whole team at amazing speed (thanks to assassin training) while being immune to all debuffs thanks to Ribbon. Absurd.
I could write about this all night!
TL;DR the game is too easy and anything can beat the single player, tier lists for that are whatever.
What would be really interesting in my opinion would be a tier list for a hypothetic competitive game, so both teams controlled by humans, all members perfectly trained to maximize the stats you want, with all items and all abilities available to them and all at level 99.
True, and I've been saying the same thing in about half the comments on here. This is just a fun way to have an excuse to talk about this without starting yet another series about it.
@@CoffeePotato Oh yeah I get that, I was just saying I'd love a video with a competitive tier list and hear your thoughts on what would be the best, I'd spend hours making a tier list like that in voice call with another expert like you! Same goes for A2!
@@Laxerjan That sounds like fun to me, are you on discord? I'm wondering if some folks out there may just be able to cook this up.
@@CoffeePotato did you add me? I look forward to calling!
Assassin, ninja and sniper is on my top list
the blue mage abilities angel whisper and white wind were so useful though, plus matra magic and magic hammer were killer. i would argue C tier maybe D tier
the only thing i remember is archer+assassin vieras
True, Vieras were kind of terrifying.
@@CoffeePotato more terrifying is moogle has a gunner and black mage.
How bout sniper+assassin?
@@rinyuni Solid powerhouse across the board, just not that fun.
@@rinyuni
i like the aim legs/arms
i don't like skills to destroy stuff
i like to steal stuff.a lot.
I kinda like the blue mage abilities as a secondary skill. Bad breath does a bunch of status aliments on your enemy. Its just a pain finding all their skills, but once you do they are far from useless. I would rank paladins higher. You can pair double sword on your paladins so they can become better damage dealers with excalibur in both hands. Plus they have healing and holy attacks. Also, assasins get more accurate/deadly with concentrate and conceal. Over all a good list.
On the blue mage, for FFTA, you either had to get really lucky or have a guide to figure them out. Intuitiveness was a big part of the ranking here. You see several well made Blue Mages in FFTA2, so they're an A there. They're practically a hidden class in FFTA.
@@CoffeePotato I guess I got lucky cause I had the guide. :) However, I do think the bluemage abilities are underated. Whitewind, badbreath, and mighty guard were all my go to's in the game and continue to serve me well in all the FF games. Again I like this as my secondary skill.
@@cyber_nick1668 They're definitely handy to have.
As much as I love Ritz, she 's just so slow to be worthwhile at anything (gamefaqs folks conditioned me to value speed over everything else lol). Interesting choice on the Fencer, I never put too much importance on poison as I'm always playing this game in particular with hyper efficiency. Assassins and Ninjas with BM's Night spell, Hunter/Paladins like someone said below and a Juggler and/or the ultima gunner. Ninja's stat growth (speed) is the best humans can get but you're right their job is trash otherwise lol.
True on all counts. I always prioritize tricks and defense, probably why a lot of these are where they are. That said, Ritz waaaas kind of way more right about the plot. Just saying, I was waiting for the option to say "screw this, I like her idea way better."
@@CoffeePotato Lmaoo oh absolutely, but as simple and childish as the plot is it’s also extremely thought provoking. Who’s truly right? Is Marche a horrible human being? Are there any consequences to staying there forever? So much good stuff.
@@tostonesgg Exactly why I loved A2 even more. They grew up, they got jobs, but they can seemingly still summon up that world for kids that need a time out, apparently. Then Luso gets there and he's just like "yeah, screw going back, my grandma can wait, and this mess is SIIIICK"
@@CoffeePotato LMFAOOOOO my man Luso out here talkin bout: “granny got life alert, she’ll be iight. Lemme get this guild thing going.”
@@tostonesgg I believe there's even a point that he literally says "she'll be fine, I can make money and throw fireballs here!"
In one playthrough i ran with a Dragoon/Defender who would just explode himself. Eventually I kicked him from the team because his slow movement meant he couldn't keep up with the front line my assassin kept shredding.
Never got Cid. But now it occurs to me that you have to 100% the game to get him and once you do that what's the point?
Assassin Viera with Stealth and Artema Shot is the way.
Blue mage was a pain to get the op skills but very worth it once you have the best moves
I'd still argue they weren't worth the effort in FFTA, since the game was basically close to over by the time you got them all. In FFTA2, though...
@@CoffeePotato hey!.... very true tbh.
The game wasn't hard enough to require the skills they got when they got them. A 'sage' / 'white mage' nu mou and an 'illusionist' / 'black mage' nu mou covered all the bases that a loaded blue mage could before it could while also dodging laws. I will say angel whisper was very worth it if you could get it though through beastmaster with fairy control, but otherwise it's just to make a ridiculous unit, not a practical one (which this tier list was going over i feel even though some went over compiling other classes skills and some didn't)
AOE demi, Heal half hp and auto-raise in one spell, a full heal, that one fairy meteor ability, all very strong but other classes had their combos online before a blue mage could and without the unorthadox methods and planning of particular monsters on particular missions needed.
I'd still argue that a capped blue mage was one of the strongest units in FFTA but would agree it's not worth the time invested. Same for morpher but with the hunt mechanic instead of control.
Silly builds this game can have if anybody who read this far can play with that I feel isn't talked about enough:
- Blue Mage + illusionist with the white mage turbo mp was funny if someone wanted a silly build to try. (If you invested in blue mage hard enough as stated above)
- Red Mage + Summoner or Elementalist since their skills can be double cast (makes elementalist usable to put two hard statuses on an enemy but far more worth it for summoner imo)
- Gladiator + Defender when defender gets Aura. the ability to set auto-life becomes real handy towards end game and Expert Guard can help cause a distraction to hard hitting enemy targets.
- Templar + Gladiator also can slap because Cheer is basically aim from archer and stacks with gladiator shenanigans. Two turns of hitting is generally better unless the enemy has an annoying reaction that has a small frame to get through (Though the more sane thing woud just be using greased bolt from warrior or faster from archer)
White Monk should be B tier, they are the most painful "range" (Air Render) in the super early game. And Dragoon should be B tier just for its cool purple graphic skin. Fencer overrated, should be C tier. Sages should be in S or at least an A tier. Assassin deserve SS tier.
Li Grim would be SSS tier for the ability to use Magi alone.
The only objection about this tier list is the Blue Mages F rank. All stats grow can be lame (every stats grow 5 points) but his skills like: Tantra Magic, Dragon Force, and Angel Whisper (learned from monsters) are the most powerful in the game. Even the HP>MP reaction skill is broken
True, but this is assuming someone will figure them out. Part of this list was how intuitive a class was based on what was around, and there's almost no blue mages in the game to even show people the potential there. FFTA2 2 did this way better.
Ritz isn’t a unique class. She’s classified as a viera given her class choices and summoned totema.
Close enough.
I'm just starting out as a new player (less than 3hrs in currently.)
I like how you put the classes based on realistic circumstances and not just peak potential (ie emphasizing the difficulty of the Sage, Morpher, and Time Mage.)
I'm in way over my head, but based on pure raw power (not obtainability) are a min-maxed Sage and Morpher good?
From what I'm aware of, the Sage has an incredible spell repertoire and the Morpher (when turned into a max stat-buffed dragon) has some of the best stats in the entire game. The problem is they're both classes I plan to have by my mid/endgame.
They're good, pretty much anything min maxed can be good, but I know personally around mid game I found basic casters multi classed for opposing roles very reliable. Black/Time, White/Alchemist, Bishop, etc. One shots are nice, options are nicer, I think.
Recently ran a black mage all the way through and switched to sage end game where he one-shot with lifedrain any enemy that looked at him. Durable too from the sage stats.
I would say ninja double sword was insane btw
Yes, but you have to go well out of your way to get it. The skill is entirely missable if you're not thorough, which I counted as a minus for this list.
Hunter/Paladin is the combo I run on Marche every time
Going to have to disagree with your rating on sage and summoner. There's no way sage is worse than the soldier class. They get raise, bio and giga flare. Also, the reason why red mage is so high is because of summoner.
That's fair, I just don't think it's enough for them to keep pace personally. Single hits are done more consistently by the mainline melee and ranged units, while overwhelming magic hits tend to have a ton of other, more insane options. They're situationally handy, but kind of just weird in my book. I mean I personally used Sage/Illusionist for a while, but never utilized the sage book, and ultimately went Alch for the free Item slot later. That's why I rated them where they are, but like all tier list stuff, it's personal experience and opinion (just like how folks were ready to string me up for saying Blue Mage in FFTA was bad on account of having no good examples to work from in game). Summoner can be good on its own due to adaptability, red mage for the same reason...combine them and it's happy time.
Is this serious? Or just sarcastic?
Blue mage f tier and fencer s tier?
A bit of both, but in context. This was largely skewed by how likely someone was to find this stuff without a guide. Fencer is easy to use, and can fix a lot of problems. Blue Mage is great...but let's be honest, no one figured that crap out without a guide.
@@CoffeePotato fiuh i thought you realy serious for a while. Glad to hear that.
Yeah fencer is simple for first time player.
But in my experience archer is savior. The debuff skill is so op.
(Thats what i am thinking in my first run, about 10 or so ish years ago.)
Ps. My english bad, sorry
@@radioman5825 True, and that's why I consider the combo of the two of them to be one of the best things a player will immediately recognize. Poison especially is common enough that I'm sure most folks will realize it's infinite. If it can be poisoned, it's already dead. I'm actually super surprised that's even a thing.
guess I gotta replay this game and have a physical moogle and morpher nemu
Blue mage is vastly underrated, but otherwise I agree with this list.
Bad Breath, practically removes an enemy from a fight, Mantra Magic can easily be abused for both offense and defense, Night combined with sleep protection allows you to immediately disable the enemy team. Damage to MP is the only way I managed to kill the final boss (she usually kills my team with a summon before I even get a turn in)
I would release the other races and have a team of just Humes and Vieras. MAYBE 1 Nu’Mou or Moogle though since Concentrate on Gun/Melee Moogles was good. Forgot the name of the classes.