Fatuus (pronounced fatuous) is Latin and means stupid or foolish. Ignis Fatuus literally means "Stupid Fire". That pretty much fits the Ifrit fight to a T.
One of my favorite words, competes directly with defenestration. I even use "infatuation" in portuguese when there's no translation, so I say "infatuação"@@Anaklusmos42 I'm fairly aware no one asked btw
@@cb3648 So apparently, Will O the Wisp is the direct English equivalent to the latin "Ignis fatuus". The latin expression means literally "foolish fire". That said, given that it is described across multiple cultures folklore as a malevolent and/or mischievous spirit luring travelers to their doom, the "foolish" likely would refer not to the fire/spirit itself, but to the unfortunate traveler. So, making it a "fire that confuse" is most appropriate, i would say.
Excited to see Summoner next. They have the most interesting spells from utility to just good raw damage. The one thing that holds them back is they are very fragile.
I think making the cannon immune to Gaia was a concious decision, seing how far you are from any, you know, earth and stuff and it being all mechanical. It's elementaly, my dear Backlog Buster.
Geomancer was easier than I initially thought. I underestimated Bells and Gaia. Having said that, we are now left with the final 6 jobs. My predictions are the following: - Thief will be very hard. You don't even get a knife in Tule, so 2 of your characters are bare handed initially. Many bossfights will be hellish, since you have no way to deal elemental damage and even the physical damage will be laughable. Chicken Knife, Dancing Dagger and Assassin Dagger will be the only saving grace of the run. - White Mage will be hell. You have survivability but basically no damage until you get 4 staves of light in World 2. Weirdly enough, the thing that worries me the most is the Gargoyle duo, because they absorb holy damage. Byblos will also be very hard due to his protect counter. - Summoner should be easy. You will struggle a bit in World 2 because the early summons will be obsoleted but nothing too hard. - Mime and Freelancer will not be that hard. I have done a Freelancer only run and it's not as hard as it sound. Being able to equip anything makes it easy to play around most bossfights. - Chemist will be fun.
Don't forget thieves can use the twinlance to and they can be stolen from objet d'art in bal so im not sure dancing daggers will be necessary Also being able to farm hi potions in bartz's world would be a nice advantage early on.
I'm convinced the PR is going to really screw over thieves, since the ATB works so differently. So that's something to look forward to. Edit: he's going to straight up have to run Byblos out of mp
Yeah, I've always loved the druidic aspect of using the surrounding elements and animals to fight alongside you. I wish more iterations were like Mog in FF VI, with whom you could learn differents dances based on the environments you fight in
Ffxi's geo is pretty interesting too. But its more akin to a black mage with support auras there. It does augment it's spells based on what cardinal direction it's facing tho which while niche is a cool detail. Geomancer spells there are buffing/debuffing auras that emanate from the caster (Indi- spells) and spells that emanate from a totem like object called a luopan (Geo- spells)
Oh goodness, I was thinking Geomancer would be a mostly middle-of-the-road run but *Bells.* Two runs in a row where the Sol Cannon is going to suck almighty misery. I like that the haunted Library gives you a spooky ghost fire. Thematic, and super-effective. I'm enjoying this quest for naps so far :D I also cannot comprehend this functional bell damage. I thought it was percentage-based. (An atrociously _low_ percentage at that) "Why would Krile do this? Is she stupid?" The straight delivery on this was delightful. Krile is such a macguffin, it's fun to just bluntly question her credentials :D I was thinking back at the Sol Cannon fight that maybe you could reach a high enough level to unlock a usable !Gaia spell. But seeing Sonic Boom come out on the big bridge, I think that _is_ the geomancy you wouldn't normally see in that terrain unless overlevelled D: "Lenna's frothing at the mouth just thinking about that grass." Normally she doesn't start frothing until _after_ she's poisoned, someone send this princess to rehab. One of these days that Dancing Dagger is gonna Tempting Tango its way into your heart. Branch Spear going from pulling butts out of the fire to pushing butts into the firing line is a painful betrayal. What the actual heck? Omniscient taking the *Ding-Dong* to his face without complaint is hilarious! Never knew !Gaia was good in the undersea volcano, double-dipped Geomancer goodness. Yikes, when Azulmagia is a fight it really is a fight. Making TwinTania counter itself to death was beautiful. No Tinklebell though? Can you afford to skip a tool in this run, even if it's _probably_ not great? ExDeath spent all his White Holes last run, couldn't afford any this time XD Okay, not wanting to farm a rare steal, against a boss, in a run that's already grindy, is a pretty good reason :D Thank you for the video!
-There is good black flame gaia grinding on beach tiles, most people use the southern tip of the island just SW of Crescent. Tsunamis and phantoms take them out faster than individual knife attacks. -Gaining too many levels too early can be a problem, you don't want the level 21+ gaia possibilities against certain bosses. It's actually best to turn off exp gain on PR if you're about to hit 21 and just keep farming black flames for cash. Sonic boom and tornado are more of a curse early on than a blessing. -Against Sol Cannon, you can attack with everyone and simply drink a potion each after the first wave cannon. The HP leak in PR is so slow that you can spam attack and get in a lot of damage after that potion before the next wave cannon. If another beam is imminent, you can chug an elixir each and then another potion each after the beam and probably win after that. Should be just 4 elixirs used to win the fight. -Although Whirlpool doesn't show a damage number, when its animation plays that means it took a non-heavy enemy down to single-digit HP. -2000 HP at Atomos is more than this team needs to beat the game....well, at least you got by what's probably the hardest boss. Keeping your level low so you roll little to no sonic booms also works lol. -Leaf Swirl in the crystal guardians fight has a good chance to blind them, which takes a lot of heat off your party. I see you went full RNGeomancer mode, not bad with a flame ring or two though. Might as well gain levels in the forest and then afterwards in Exdeath's Castle where Geomancer rules. -Geo definitely sucks against Castle ExDeath, but with levels and reflect rings and resources you slowly get through. -Pyramid rREALLY sucks for Geo, other than walking on spikes with impunity lol. -Black robes are superior to white robes for additional magic power, the white robe stamina increase only affects your regen number which is a buff your team isn't using at all. -Gaia does NOT cause any counters against Wendigo, surprisingly. -The earth bell and rune bell are coded as axes, so Omni treats them as physical. The only other magic bell after diamond is the tinker bell, which can be quite tough to get as a rare drop from TwinTania's first form deep in the rift. How kind that PR treats a couple bells as pure magic, other versions don't do that from what I recall. At lower levels, you'd probably want at least 2 Geos vs. Omni although this team would normally just head into the rift instead of bothering with fork tower or anything after it in World 3. -Nice Odin kill, that's a tough one for this team and I'd say you did actually need those extra levels to get it. -Congrats on the victory, you can win at the end with ~1700 HP but more doesn't hurt. I always like to see a little lamp Golem helping out. One of the trickiest FFV quad job challenge wins. -Bonus thing: Rune Bell rare drop in the void is cool. Boosts all elements (including Holy!) except Water, hits and does bonus damage using the 3/4 of def-ignoring axe formula on attack (front row only). It even can do damage to Omega without ever missing because Omega can't dodge songs - although sometimes it low rolls for 0 dmg. Not really required for this challenge, but imo it would have been a much better legendary bell than the Earth Bell.
Geomancer really gets screwed over by the developers assuming you'd never use it later on, especially against bosses. I was expecting it to not be able to beat the final boss but having his tileset just be a standard attack-all was baffling. I wish they had given geomancer some special attacks for the endgame, if only aesthetically. I don't want to sleep on the "you violated the NAP" joke either, that one was a favorite.
It also gets screwed in the inheritance front as equipping !Gaia DOES NOT pass its stats on like other jobs do, leaving the Geomancer's honestly respectable stats wasted. Its a real shame..
Imagine the Geomancer using attacks with names like VOID CRUSHER, UNIVERSE IMPLOSION, and cool animations that look like final boss attacks in those last few fights.
There is a legendary weapon. Plus the Rune Chime would have done solid damage if some had been obtained (adding magic to the damage formula would make up for their weaker strength, plus using the axe formula means it only includes 25% of the enemy defense). Wind Slash being the only proc for Gaia on Exdeath seems intentional so that ability has value even in the final fight.
Turns out Geomancer was much worse than what I expected... Damn, that was a brutal run! But hey, you are almost done, just 6 jobs remaining, but I'm afraid White Mage and Thief are going to be a pain in the asterisc.
I’d like to see a summary video at the end with your opinion of each job run and talk about the strengths and struggles with each run and how best to stack your team or like what each job class can provide for a team.
Gotta keep inn mind though that how good or bad a job is when you have a full party of it no other abilities from any other jobs don't always directly translate to how good or bad it is when it has access to support from other jobs.
I mean the major problem with every job is that it has no lasting power. FF5 always assumes you have white magic for Cure, and Protect/Shell. If you have white magic a massive amount of the problems in this game just disappear because you can heal through it. Everything else is mostly just damage flavor.
@@BacklogBuster awesome thanks for the reply! Love your content and comical commentary lol. Always have loved this game and think this is a great way to showcase it (even if it’s for our entertainment). Keep up the good work
Im eagerly awaiting Chemist only. I know its gonna be annoying referring to a spreadsheet and grinding the items but i cant wait to see the Mix shenanigans.
I actually just beat FF5PR last night and your videos were a bgi motivation to play again. 10/10 would mystic knight rapid fire flare spell blade again.
i feel that geomancer had the potential to be a really fun and unique class if it took one or two pages out of summoner's book. here goes the idea: 1. the gaia spells are grouped into a !geo spell type, like black/blue/white/summon/songs 2. gaia spells can be cast just like it is in the actual game through !gaia, but by getting a spell from a tileset a certain number of times or whatever the geomancer unlocks it as a !geo spell 3. one of geomancer abilities would be !geo, where they can just spend MP to cast the fun class spells they want. making the main class gimmick random with no alternative is awful (RIP dancer and geo). this way it incorporates the sidequesty "unlock your spells" thing summoner has, but with a different flavor to it that fits the class' theme (you're literally using an environments magic a bunch until you attune to it and become proficient enough to control it. there isn't anything more geomancer-y than this).
Eepy, dreamy Geomancers. Love these adorable guys. Surprisingly resilient magic classes with an interesting mechanic, with a very silly and mechanically wonky weapon in Bells. So many funny interactions because of Gaia's nature (heh) and how it bypasses some things, and funny how it can dumpster some strong bosses like Bahamut and Neo simply by getting consistent use of their free heavy spells. Really wish it got more fleshing out since it's my fave class and also since it has genuinely cool ideas, but it's okay in it's current state. Happy to see the run with them get put to bed. Shame you never grabbed the Rune Bell since it's a solid Bell, or lucked out on the Tinkerbell since it's a beefed-up Diamond Bell and the rarest weapon in the game. Wish there were, like, 3 more Bell weapons so the humble Diamond Bell isn't your sole option for most of the game. But yeah very fun run; always a fun run when Bahamut gets dumpster by free Meteors from a slumber party of Pajamamancers.
I've tried 4 thieves on the GBA version. It was grindy, as you'd expect, and Byblos was pretty horrible (he has to run out of mp. It took like 60 hi-potions, 20 elixirs and 20 phoenix downs), and Omniscient is a real roadblock, but other than that, it was... fine. My hunch is this version's ATB mechanic makes an all thief run way worse, since thieves aren't guaranteed to go first in almost every battle. Excited to find out.
Tinkle Tinkle Tinklebell, Geomancer sure is swell But when things do not go well, everything just goes to hell Tinkle Tinkle Tinklebell, to Geomancers Exdeath fell Bells in general are just weird. Gaia and Rune use the Axe Damage formula while Diamond and Tinklebell is based on the user's Agility, Magic, and target's Magic Defense, and has a rng factor afterwards (50%-100% damage on SNES, or 100%-150% on GBA. idk which one PR uses). They also interact weird with abilities like Rapid Fire/X-Fight. It's...hilarious.
If you have to power up the chicken knife and want to save time you could do it with the trapped chest in Tule that contains a monster. It's super.easy to run from and much faster than running around to get random encounters. Just have to not open that chest before you get to world 3
I assumed you would try to get the Tinkerbell from Twintania. I never bother to get it on normal runs, but if there was any time to try I figured this was it.
Honest question… is this still satisfying? Not trolling or anything, but the job system is what makes this FF so much fun. Thanks for doing this for everyone else at the very least
I think geomancer could be a good class to add to Final Fantasy 14, but in a different form. I think making a Magical Tank class could be really cool and the class using Earth and wind magic to shield itself from bosses attacks
Actually much better than I thought since I thought thus was impossible with how random this job is and all the instant death attacks that are useless on bosses. Clearly Geo was made to just burn through trash monster encounters in dungeons.
If the comment at the end is any indication, it's the next one. And it's... likely to be a shorter one in comparison because rod breaking is an option, on top of having the highest base magic stat of all jobs in most versions of the game. (Only being beaten out by the GBA-exclusive Oracle, and this is PR, not Advance, so that one aint here.)
@TARDISES yeah I picked up on that. I'm just trying to stay consistent. I've left a comment asking for summoner on every video so far. I don't know what I'll do when he finally does it. Haha
Geomancer !gaia grinding on Black Flames is actually possible, as there is at least one pair shore tiles next to each other to have the !gaia list actually do something.
It wasn't as bad as I thought it might. Too bad sonic boom whiffs 90% of the time and it showed up a lot. Good thing that it was only wind slash for the final boss. That was really nice.
Geomancy really picks up the slack at the very end there, but it's not otherwise useful on bosses. Geomancer is a class you want to learn some abilities from and then move on.
gotta like how they gave you a semi usable move for the final boss at least. But yeah the highs and lows of this job can be crazy. Rune bell best bell but I see you didn't get that.
->Class called Geomancer
->looks inside
-> It’s all wind damage
Sometimes, I skip to the part where the job comes online. Sometimes, I watch Lenna enjoy her favorite food: poison.
@@Catman_CM do you watch the part where you see ZOK ?
@Anaklusmos42 Oh, sure. That goes without saying, which is why I didn't say it :^]
Lenna x Poison is my OTP.
Look for someone that loves you the way Lenna loves poison.
Real homies watch the intro every time to appease the youtube algorithm.
1 job....22 at a time
Always. Never skip.
I love jokes before main job. Repetetive, but OH SHIT FARIS IS A GIRL
Fatuus (pronounced fatuous) is Latin and means stupid or foolish. Ignis Fatuus literally means "Stupid Fire". That pretty much fits the Ifrit fight to a T.
Is this where the word "infatuation" comes from ?
One of my favorite words, competes directly with defenestration.
I even use "infatuation" in portuguese when there's no translation, so I say "infatuação"@@Anaklusmos42
I'm fairly aware no one asked btw
Would explain why it confuses
In different versions of this game and it's in other games like Tactics that have Geomancer that attack is called Will O the Wisp.
@@cb3648 So apparently, Will O the Wisp is the direct English equivalent to the latin "Ignis fatuus". The latin expression means literally "foolish fire". That said, given that it is described across multiple cultures folklore as a malevolent and/or mischievous spirit luring travelers to their doom, the "foolish" likely would refer not to the fire/spirit itself, but to the unfortunate traveler. So, making it a "fire that confuse" is most appropriate, i would say.
Excited to see Summoner next. They have the most interesting spells from utility to just good raw damage. The one thing that holds them back is they are very fragile.
You mean rod smash challenge
Yeah I’m gonna play all summoner for my first playthrough when I get this game
@@FlamingBeefCat definitely the early game is rod smashing, that will drop off after getting the mid game summons.
Being fragile isn't much an issue when you can kill them faster before they can kill you
@@sertiana2512 they don't have the best agility either. But yeah the firepower they have should mean much won't stand in their way.
I think making the cannon immune to Gaia was a concious decision, seing how far you are from any, you know, earth and stuff and it being all mechanical. It's elementaly, my dear Backlog Buster.
That Omniscient fight did not at all go how I would have expected.
Geomancer was easier than I initially thought. I underestimated Bells and Gaia.
Having said that, we are now left with the final 6 jobs. My predictions are the following:
- Thief will be very hard. You don't even get a knife in Tule, so 2 of your characters are bare handed initially. Many bossfights will be hellish, since you have no way to deal elemental damage and even the physical damage will be laughable. Chicken Knife, Dancing Dagger and Assassin Dagger will be the only saving grace of the run.
- White Mage will be hell. You have survivability but basically no damage until you get 4 staves of light in World 2. Weirdly enough, the thing that worries me the most is the Gargoyle duo, because they absorb holy damage. Byblos will also be very hard due to his protect counter.
- Summoner should be easy. You will struggle a bit in World 2 because the early summons will be obsoleted but nothing too hard.
- Mime and Freelancer will not be that hard. I have done a Freelancer only run and it's not as hard as it sound. Being able to equip anything makes it easy to play around most bossfights.
- Chemist will be fun.
Don't forget thieves can use the twinlance to and they can be stolen from objet d'art in bal so im not sure dancing daggers will be necessary
Also being able to farm hi potions in bartz's world would be a nice advantage early on.
Cant white mages smash rods?
@@fabienklotz2267 they cannot equip rods, only staves
I'm convinced the PR is going to really screw over thieves, since the ATB works so differently. So that's something to look forward to.
Edit: he's going to straight up have to run Byblos out of mp
Oh, and I think the saddest part of white mage is going to be Omniscient. You don't get Holy until right after...
I unironically like geomancer 🗻
Yeah, I've always loved the druidic aspect of using the surrounding elements and animals to fight alongside you. I wish more iterations were like Mog in FF VI, with whom you could learn differents dances based on the environments you fight in
Same and Mog from ff6 only approved upon it in my opinion❤
@@Anaklusmos42100%
Ffxi's geo is pretty interesting too. But its more akin to a black mage with support auras there. It does augment it's spells based on what cardinal direction it's facing tho which while niche is a cool detail.
Geomancer spells there are buffing/debuffing auras that emanate from the caster (Indi- spells) and spells that emanate from a totem like object called a luopan (Geo- spells)
@@edmundoandrade5113 Geomancer enjoyers, araise!
I always thought Geomancer was a bit more of a grounded class.
I'm giving you a dislike for the dad joke 🤣😅🤣
@@FlamingBeefCat that's dirty. 0/10. You're clearly a wife.
Turns out it was mostly hot air.
@@FlamingBeefCat Giving you a like for truth and honesty.
Oh goodness, I was thinking Geomancer would be a mostly middle-of-the-road run but *Bells.* Two runs in a row where the Sol Cannon is going to suck almighty misery.
I like that the haunted Library gives you a spooky ghost fire. Thematic, and super-effective.
I'm enjoying this quest for naps so far :D
I also cannot comprehend this functional bell damage. I thought it was percentage-based. (An atrociously _low_ percentage at that)
"Why would Krile do this? Is she stupid?" The straight delivery on this was delightful. Krile is such a macguffin, it's fun to just bluntly question her credentials :D
I was thinking back at the Sol Cannon fight that maybe you could reach a high enough level to unlock a usable !Gaia spell. But seeing Sonic Boom come out on the big bridge, I think that _is_ the geomancy you wouldn't normally see in that terrain unless overlevelled D:
"Lenna's frothing at the mouth just thinking about that grass." Normally she doesn't start frothing until _after_ she's poisoned, someone send this princess to rehab.
One of these days that Dancing Dagger is gonna Tempting Tango its way into your heart.
Branch Spear going from pulling butts out of the fire to pushing butts into the firing line is a painful betrayal.
What the actual heck? Omniscient taking the *Ding-Dong* to his face without complaint is hilarious!
Never knew !Gaia was good in the undersea volcano, double-dipped Geomancer goodness.
Yikes, when Azulmagia is a fight it really is a fight.
Making TwinTania counter itself to death was beautiful. No Tinklebell though? Can you afford to skip a tool in this run, even if it's _probably_ not great?
ExDeath spent all his White Holes last run, couldn't afford any this time XD
Okay, not wanting to farm a rare steal, against a boss, in a run that's already grindy, is a pretty good reason :D
Thank you for the video!
“Zokk! Evebody loves Zokk! “
“Magisa and her shenanigans“
I laugh everytime 😂
The Flame Hyenard reference in the library took me out for a second. Was not ready for that audio ptsd
Clearly the lowly Diamond Bell is suspectible to Silence because it would be too broken otherwise.
Every time that DING DONG clip from Freddy Got Fingered played it murdered me in the best way.
-There is good black flame gaia grinding on beach tiles, most people use the southern tip of the island just SW of Crescent. Tsunamis and phantoms take them out faster than individual knife attacks.
-Gaining too many levels too early can be a problem, you don't want the level 21+ gaia possibilities against certain bosses. It's actually best to turn off exp gain on PR if you're about to hit 21 and just keep farming black flames for cash. Sonic boom and tornado are more of a curse early on than a blessing.
-Against Sol Cannon, you can attack with everyone and simply drink a potion each after the first wave cannon. The HP leak in PR is so slow that you can spam attack and get in a lot of damage after that potion before the next wave cannon. If another beam is imminent, you can chug an elixir each and then another potion each after the beam and probably win after that. Should be just 4 elixirs used to win the fight.
-Although Whirlpool doesn't show a damage number, when its animation plays that means it took a non-heavy enemy down to single-digit HP.
-2000 HP at Atomos is more than this team needs to beat the game....well, at least you got by what's probably the hardest boss. Keeping your level low so you roll little to no sonic booms also works lol.
-Leaf Swirl in the crystal guardians fight has a good chance to blind them, which takes a lot of heat off your party. I see you went full RNGeomancer mode, not bad with a flame ring or two though. Might as well gain levels in the forest and then afterwards in Exdeath's Castle where Geomancer rules.
-Geo definitely sucks against Castle ExDeath, but with levels and reflect rings and resources you slowly get through.
-Pyramid rREALLY sucks for Geo, other than walking on spikes with impunity lol.
-Black robes are superior to white robes for additional magic power, the white robe stamina increase only affects your regen number which is a buff your team isn't using at all.
-Gaia does NOT cause any counters against Wendigo, surprisingly.
-The earth bell and rune bell are coded as axes, so Omni treats them as physical. The only other magic bell after diamond is the tinker bell, which can be quite tough to get as a rare drop from TwinTania's first form deep in the rift. How kind that PR treats a couple bells as pure magic, other versions don't do that from what I recall. At lower levels, you'd probably want at least 2 Geos vs. Omni although this team would normally just head into the rift instead of bothering with fork tower or anything after it in World 3.
-Nice Odin kill, that's a tough one for this team and I'd say you did actually need those extra levels to get it.
-Congrats on the victory, you can win at the end with ~1700 HP but more doesn't hurt. I always like to see a little lamp Golem helping out. One of the trickiest FFV quad job challenge wins.
-Bonus thing: Rune Bell rare drop in the void is cool. Boosts all elements (including Holy!) except Water, hits and does bonus damage using the 3/4 of def-ignoring axe formula on attack (front row only). It even can do damage to Omega without ever missing because Omega can't dodge songs - although sometimes it low rolls for 0 dmg. Not really required for this challenge, but imo it would have been a much better legendary bell than the Earth Bell.
Geomancer really gets screwed over by the developers assuming you'd never use it later on, especially against bosses. I was expecting it to not be able to beat the final boss but having his tileset just be a standard attack-all was baffling. I wish they had given geomancer some special attacks for the endgame, if only aesthetically.
I don't want to sleep on the "you violated the NAP" joke either, that one was a favorite.
It also gets screwed in the inheritance front as equipping !Gaia DOES NOT pass its stats on like other jobs do, leaving the Geomancer's honestly respectable stats wasted. Its a real shame..
Also funny how in here and in ff3 remake, Geomancers can dumpster the final boss with a spammable field nuke
Imagine the Geomancer using attacks with names like VOID CRUSHER, UNIVERSE IMPLOSION, and cool animations that look like final boss attacks in those last few fights.
There is a legendary weapon. Plus the Rune Chime would have done solid damage if some had been obtained (adding magic to the damage formula would make up for their weaker strength, plus using the axe formula means it only includes 25% of the enemy defense). Wind Slash being the only proc for Gaia on Exdeath seems intentional so that ability has value even in the final fight.
@@Vulkypsin Shadowflare my beloved....
From ffwiki: Damage for bells is calculated based on the attacker's Agility and Magic stats and the target's Resistance / Magic Defense.
be a part of *soil*
Questions are being answered like NEVER before
This season is crazy.
3:47 having PTSD flashbacks from a drinking game where you take a shot everytime you hear a whip crack in one Episode of Johnny Test
Geomancy is so overlooked but yeah like you said when its good its good when its bad its bad. Really happy to see this job being done!
Turns out Geomancer was much worse than what I expected... Damn, that was a brutal run!
But hey, you are almost done, just 6 jobs remaining, but I'm afraid White Mage and Thief are going to be a pain in the asterisc.
Geomancers can be pretty strong, gonna enjoy watching this video.
I’d like to see a summary video at the end with your opinion of each job run and talk about the strengths and struggles with each run and how best to stack your team or like what each job class can provide for a team.
Single class runs are always not-optimal because the key of FF5 is job and skill synergy
Gotta keep inn mind though that how good or bad a job is when you have a full party of it no other abilities from any other jobs don't always directly translate to how good or bad it is when it has access to support from other jobs.
I mean the major problem with every job is that it has no lasting power. FF5 always assumes you have white magic for Cure, and Protect/Shell. If you have white magic a massive amount of the problems in this game just disappear because you can heal through it. Everything else is mostly just damage flavor.
@@sertiana2512yeah there's a reason "I only have 1 good weapon" is a recurring problem in these runs.
@@BacklogBuster awesome thanks for the reply! Love your content and comical commentary lol. Always have loved this game and think this is a great way to showcase it (even if it’s for our entertainment). Keep up the good work
I feel like youre cranking out the content this week. Makes my work day much better man. Keep up the good work
31:20 *TERRANIGMA MENTIONED*
Im eagerly awaiting Chemist only. I know its gonna be annoying referring to a spreadsheet and grinding the items but i cant wait to see the Mix shenanigans.
Love the subtle From reference about the pool. Makes me glad I subscribe to this channel
The pool party was the highlight of the season.
@@BacklogBustercouldn't agree more
I finally found the Final Fantasy player that actually uses the Elixirs 🤣 Great vid, good sir!
Love how it was a rough ride, then absolutely dominated the final boss. How fascinating
7:37 I appreciate the megaman x7 reference
I make sure to watch even the pre-job parts, every time.
I actually just beat FF5PR last night and your videos were a bgi motivation to play again.
10/10 would mystic knight rapid fire flare spell blade again.
You had me at *”DING-DONG”*
Love these videos
It took me most of the first world to understand why you were talking about napping so much....
i feel that geomancer had the potential to be a really fun and unique class if it took one or two pages out of summoner's book. here goes the idea:
1. the gaia spells are grouped into a !geo spell type, like black/blue/white/summon/songs
2. gaia spells can be cast just like it is in the actual game through !gaia, but by getting a spell from a tileset a certain number of times or whatever the geomancer unlocks it as a !geo spell
3. one of geomancer abilities would be !geo, where they can just spend MP to cast the fun class spells they want. making the main class gimmick random with no alternative is awful (RIP dancer and geo).
this way it incorporates the sidequesty "unlock your spells" thing summoner has, but with a different flavor to it that fits the class' theme (you're literally using an environments magic a bunch until you attune to it and become proficient enough to control it. there isn't anything more geomancer-y than this).
Ooooh, this is the earliest I've ever been to one of these.
Looking forward to see how it goes!
The king is just trying to play games with his children. You know, because he left both of them.
Eepy, dreamy Geomancers. Love these adorable guys. Surprisingly resilient magic classes with an interesting mechanic, with a very silly and mechanically wonky weapon in Bells. So many funny interactions because of Gaia's nature (heh) and how it bypasses some things, and funny how it can dumpster some strong bosses like Bahamut and Neo simply by getting consistent use of their free heavy spells. Really wish it got more fleshing out since it's my fave class and also since it has genuinely cool ideas, but it's okay in it's current state. Happy to see the run with them get put to bed.
Shame you never grabbed the Rune Bell since it's a solid Bell, or lucked out on the Tinkerbell since it's a beefed-up Diamond Bell and the rarest weapon in the game. Wish there were, like, 3 more Bell weapons so the humble Diamond Bell isn't your sole option for most of the game. But yeah very fun run; always a fun run when Bahamut gets dumpster by free Meteors from a slumber party of Pajamamancers.
I've tried 4 thieves on the GBA version. It was grindy, as you'd expect, and Byblos was pretty horrible (he has to run out of mp. It took like 60 hi-potions, 20 elixirs and 20 phoenix downs), and Omniscient is a real roadblock, but other than that, it was... fine. My hunch is this version's ATB mechanic makes an all thief run way worse, since thieves aren't guaranteed to go first in almost every battle. Excited to find out.
Tinkle Tinkle Tinklebell, Geomancer sure is swell
But when things do not go well, everything just goes to hell
Tinkle Tinkle Tinklebell, to Geomancers Exdeath fell
Bells in general are just weird. Gaia and Rune use the Axe Damage formula while Diamond and Tinklebell is based on the user's Agility, Magic, and target's Magic Defense, and has a rng factor afterwards (50%-100% damage on SNES, or 100%-150% on GBA. idk which one PR uses). They also interact weird with abilities like Rapid Fire/X-Fight. It's...hilarious.
Bells are so wonky and funny and Geomancer us so perk-starved, I wish Equip Bells existed.
Welcome to Earf
7:36 A MegaMan X7 reference wasn’t on my bingo card for today, but here we are.
Ah, I have awaited this day!
While Geomancer only may've been kinda bumpy, you can be glad that you literally gaslighted Ifrit to death.
If you have to power up the chicken knife and want to save time you could do it with the trapped chest in Tule that contains a monster. It's super.easy to run from and much faster than running around to get random encounters. Just have to not open that chest before you get to world 3
The rune chime bell is interesting.
For future reference, the ship graveyard is slightly better for elixir farming than the wind shrine!
Here i was bored about to go to work and you saved me
Whirlpool acts like tail screw, it reduced enemies hp to single digits. It's pretty useful, I love geomancer
Oooo it's time to pajamafy!
I remember playng ff3 remake (my first ff) and using geomancer a lot to kill enemy fodder
Griding is inevitable! 😅
Geomancer is so cute!
Love its whimsical drip
I assumed you would try to get the Tinkerbell from Twintania. I never bother to get it on normal runs, but if there was any time to try I figured this was it.
Just in time for my birthday
Honest question… is this still satisfying?
Not trolling or anything, but the job system is what makes this FF so much fun. Thanks for doing this for everyone else at the very least
These guys pack a hidden punch
20:50
stalactite according to wiki is apparently nonelemental
I do so wish it was like going to a location stocked the magic instead of being stuck to the land itself
I think geomancer could be a good class to add to Final Fantasy 14, but in a different form. I think making a Magical Tank class could be really cool and the class using Earth and wind magic to shield itself from bosses attacks
in a better world we would've gotten cave in for tree exdeath
Poison? Who could have anticipated this?
Actually much better than I thought since I thought thus was impossible with how random this job is and all the instant death attacks that are useless on bosses. Clearly Geo was made to just burn through trash monster encounters in dungeons.
Hey look it's my favourite class in all of FF!
At this point you would think she would know how to dodge that poison arrow
Geomancer: Welcome to Earth
Careful, your Flame Hyenard is showing :p
With a hat like that i somewhat expected to see explosions. Such a shame. At least we achieve snoozing eventually.
Here I am still waiting for summoner. Lol
If the comment at the end is any indication, it's the next one. And it's... likely to be a shorter one in comparison because rod breaking is an option, on top of having the highest base magic stat of all jobs in most versions of the game. (Only being beaten out by the GBA-exclusive Oracle, and this is PR, not Advance, so that one aint here.)
@TARDISES yeah I picked up on that. I'm just trying to stay consistent. I've left a comment asking for summoner on every video so far. I don't know what I'll do when he finally does it. Haha
Geomancer !gaia grinding on Black Flames is actually possible, as there is at least one pair shore tiles next to each other to have the !gaia list actually do something.
Ignus Fatuus roughly means fools fire, or foolish fire. Guess thats why it causes confusion
Hot crystals in your area!
Next time I play FF5 I will finally use geomancer for something that isn't avoid traps
Bells do in fact scale on magic, as well as agility
It wasn't as bad as I thought it might. Too bad sonic boom whiffs 90% of the time and it showed up a lot. Good thing that it was only wind slash for the final boss. That was really nice.
47:16 Summoner Only next Video Confirmed?!
I could have sworn you did geomancer already.
Summoner next is my guess :D
Geomancy really picks up the slack at the very end there, but it's not otherwise useful on bosses. Geomancer is a class you want to learn some abilities from and then move on.
geomancy is just a fantasy way of playing with dirt.
I hear dance commander and I Like & comment
Geomancer fun. Viable? I dunno. But fun
I wonder when he's going to figure out bells are gravity based
Oh wait I was thinking of harps
Geomancer bell damage is Agility and Magic stats.
Love Geomancer
Rune Bell wouldn't have been that bad since it's a drop, not a steal. Though since you had only geo it might still have been annoying to get it.
A shame since the Rune Bell's crit mechanic could've been helpful
B E L L
gotta like how they gave you a semi usable move for the final boss at least. But yeah the highs and lows of this job can be crazy. Rune bell best bell but I see you didn't get that.
no rune chimes? steal from the fan enemy in the early rift. Boosts all that magus rod does and holy and has the mp crit of rune axe.
rare drop*
How steal when Freelancer then Geomancer only?
@@bobsmith8510 Well there is a thief knife that any job that can equip a knife can use, but the rune chime isn't a steal anyway.
if you could buff one job. any one job. out of the 22 jobs. which one would it be?
None of them are worthy of my game design prowess.
Ding dong!
wdym geomancer doesnt have a fancy crystal attack in the interdimensional rift??
Sadly, Shiva copyrighted Diamond Dust lol
How did you survive Zantetsuken from Odin???
his just does damage.
@@BacklogBuster Right... but how is the party not wiped with the middling DPS? Is it just high levels and tanking hits?
"Bartz"? His name is Butts.
awesome
The H in orichalcum is silent
i dont care.
I bet these runs are almost impossible in Final Fantasy Tactics. Geomancer there was really bad
I always master geomancer to get thru the lava floor in exdeath castle and the seafloor 😂