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Final Fantasy 12 The Zodiac Age - Low Level Mandatory Battles Only Part 1: Early Bosses скачать в хорошем качестве

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Final Fantasy 12 The Zodiac Age - Low Level Mandatory Battles Only Part 1: Early Bosses
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Final Fantasy 12 The Zodiac Age - Low Level Mandatory Battles Only Part 1: Early Bosses

In this video: Firemane, the Seeq Prison Brawl and Mimic Queen. Back in 2007, it was FFXII content that caused people to first become aware of my channel, which pioneered early NLBLLG challenge running when its impossibility still seemed certain and, according to YouTube, 2008 February marks my last FFXII challenge upload. So now, two decades later, I am back with more FFXII vids, and what better time to scratch the itch for FFXII challenge taking than the release of the Switch version of Zodiac Age, which brings the option to reset jobs/licenses into the experience and makes this challenge perfect for the first time. FFXII is imho one of the finest Final Fantasy titles we've got from Square and also the last great game in the series. It may be lacking in terms of having a memorable protagonist with an edgy personality and fancy appearance, but makes up for it with an extremely addictive gameplay, nonlinear progression and an endless ocean of ways to play through the game. Its challenge potential is virtually endless, as was discovered around the time the game was released, but what we're attempting with this run is a variant of the classic low-level run. Weak Mode / New Game Minus Clearing Trial Mode Stage 100 unlocks NG-, a way of playing a 122333 / LLG of the game without earning any experience from slain foes without the need to equip the Firefly accessory whenever something dies, allowing you to benefit from a wide array of accessories instead. Characters will stay at levels 1, 2, 2, 3, 3 and 3 until the end of the game, their stats (especially HP & MP) staying very low and non-fixed damage attacks having really underwhelming damage. Mandatory Battles Only Meaning we only kill the enemies who must perish for the storyline to be completed and nobody else. Mooks accompanying bosses are either ignored or, when possible, warped away, since chaining them repeatedly could result in excessive LP for licenses, which this rule exists specifically to make hard. You may wonder why MBO is even appropriate when nobody levels up anyway. Since unlimited LP from defeated foes can create monsters out of lv. 1-3 party members all too effortlessly, we stick to the mandatory content, leaving all the hunts and optional espers (of which there are well more than half a hundred in this game) for another playthrough, greatly limiting the amount of LP available for unlocking licenses and making each selected license matter. When LP is precious, each choice counts and the differences in characters' starting licenses is very pronounced - Balthier's starting gun makes him unlock new ones faster compared to other potential Machnists, and characters who start with Steal or First Aid licenses already activated can reach certain skills or gear much earlier, to give a few examples. Firemane The first real boss. We've previously got some LP from the sewet rats, Rogue Tomato, Imperials and Flans, and this is LP we greatly appreciate. With 12 jobs to choose from, we have immense freedom for choosing what to do with this LP. Vaan being lv. 1, I easily manipulated him to join with max possible HP/MP, but this was easier said than done for Bal and Fran, now that the RNG trick is apparently impossible due to the way Nintendo Switch operates. I did manage to get both Bal and Fran to start with maximum HP and pretty decent MP should they need it, so this will suffice, as magic users can be expected to get much of their MP from mystic armour, especially later on. The HP/MP manipulation will be useful every once in a while, as evident in this very battle, with Vaan surviving Firemane's assault with 2 HP remaining. At this point, LP can be used to learn spells and get folks more HP and different kinds of weapons, but since I don't see Montblanc until after Mimic Queen, I hold onto my LP so that my choices don't negatively impact that fight later. Vaan and Balthier keep saving LP for whatever I end up doing with it later, while Fran goes ahead (she seems to have the least LP of all characters for some reason) and chooses Time Battlemage for her job, learning the Slow spell and, after this fight, subsequently earning enough LP to unlock Orrachea Armlet for +25 HP/+1 def/res, which is a good boost to bulk at this stage. Guest Amalia is a fast, powerful attacker with her sword and while Balthier matches her damage per attack with his gun, his attack type is the slowest in the game and he will never combo with it, so you can say he's got the worst DPS in the party. He and Vaan get to do the healing in the fight while the girls focus on damage output, though Fran needs to connect Slow first and that may whiff a couple times. Bushfire is the strongest attack for its AoE and poison status, but spreading the party out (easy with two ranged attackers) helps ensure not many are affected and the consequences of Bushfire are alleviated ASAP. (out of space; continued in comments)

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