Final Fantasy Tactics
(as "Final Fantasy Tactics: The War of the Lions")
ไฟนอลแฟนตาซี แทกติกส์
Priest
Final Fantasy Tactics
Priest Job Class – Final Fantasy Tactics
The healing mage; the priest will protect his comrades while dealing great damage to the enemy with Holy. Priest is a fun character to have for a while, but when the game gets more challenging it's annoying that sometimes you'll accidentally heal the enemy or when the revive spell is unsuccessful. You're better off using items.
Requirements: Chemist Level Two
Weapons: Staff Helmets: Hat Armor: Clothes, Robe
The Priest Job class (also known as the White Mage) features a wide range of both curative and protective spells. Although Priests will not be the strongest members of your Attack Team, when facing a group of undead enemies, their Cure spells go from curing to inflicting damage. The White Magic skill set is a great secondary ability set, but it’s not as reliable as the use of items. This is because of the way the Faith point system works. Those with higher Faith points tend to be more effective at casting magic; however, they also are also more likely to take higher damage from an offensive spell. The same thing goes for healing spells. If the caster has high Faith points, then the amount he/she will be able to heal is greater, although a character with lower Faith points may not benefit entirely.
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Action Abilities: White Magic
- Cure: Basic healing magic, can heal up to 80 HP per ally. Uses 6 MP.
- Cure2: Restore even more HP than Cure. Uses 10 MP.
- Cure3: Get even more HP than Cure2. Uses 16 MP.
- Cure4: Strongest of Cure spells, heals up to 300 + HP to allies in range. Uses 20 MP.
- Raise: Revives dead ally plus restores partial HP. Uses 10 MP.
- Raise 2: Revives dead ally plus gives all HP. Uses 20 MP.
- Reraise: If you cast this on an ally and they die, they'll be automatically revived. Uses 16 MP.
- Protect: Puts a barrier that halves physical damage, lasts a few rounds. Uses 6 MP.
- Protect 2: Puts a barrier that halves physical damage, lasts duration of battle. Uses 24 MP.
- Regen: Allows a character to recover some HP at regular intervals. Uses 8 MP.
- Shell: Puts a barrier that halves magic damage, lasts a few rounds, Uses 6 MP.
- Shell 2: Puts a barrier that halves magic damage, lasts duration of battle. Uses 20 MP.
- Wall: Gives Protect and Shell to allies, lasts a few rounds. Uses 24 MP.
- Esuna: Heals from all status ailments except Undead. Uses 18 MP.
- Holy: Attack spell that does major damage to undead enemies and Zodiac Braves. Uses 56 MP.
Reaction Abilities
- Regenerator: Casts Regen after getting hit. Plus it doesn't consume MP!
Support Abilities
- Magic Defense up: This is a good support ability for the Zodiac Brave battles, but for the rest of the game it's pretty useless.
Movement Abilities: None
Baseline Statistics
Move | Jump | Speed | C-EV | AT +/- | MA +/- | HP +/- | MP +/- |
3 | 3 | 9 | 5% | Same | + | – | + |
White Magic
Name | Description | Range | Effect | Vertical | MP | Speed | JP |
Cure | Restores a small amount of HP. | 4 | 2 | 1 | 6 | 25 | 50 |
Cure 2 | Restores a medium amount of HP. | 4 | 2 | 1 | 10 | 20 | 180 |
Cure 3 | Restores more HP than Cure 2, but at a greater cost. This is good if the character’s MA strength and Faith points are high. | 4 | 2 | 2 | 16 | 15 | 400 |
Cure 4 | Restores a large amount of HP. | 4 | 2 | 3 | 20 | 10 | 700 |
Raise | Revives dead units and restores half of their HP. Cancels: Dead |
4 | 1 | — | 10 | 25 | 180 |
Raise 2 | Revives dead units and restores the highest amount of HP. Cancels: Dead |
4 | 1 | — | 20 | 10 | 500 |
Reraise | Automatically raises units from the dead. Adds: Reraise |
3 | 1 | — | 16 | 15 | 800 |
Regen | Restores HP incrementally over a period of time. Adds: Regen |
3 | 2 | 0 | 8 | 25 | 300 |
Protect | Decreases amount of physical attack damage sustained. Adds: Protect |
3 | 2 | 0 | 6 | 25 | 70 |
Protect 2 | Decreases amount of physical attack damage sustained. Has a higher success ratio than Protect. Adds: Protect |
3 | 2 | 3 | 24 | 15 | 500 |
Shell | Decreases amount of magic attack damage sustained. Adds: Shell |
3 | 2 | 0 | 6 | 25 | 70 |
Shell 2 | Decreases amount of magic attack damage sustained. Has a higher success ratio than Shell. Adds: Shell |
3 | 2 | 3 | 20 | 15 | 500 |
Wall | Protects units from both physical and magic attacks. Adds: Protect, Shell |
3 | 1 | — | 24 | 25 | 380 |
Esuna | Cures the majority of abnormal statuses. Cancels: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don’t Move, Don’t Act |
3 | 2 | 2 | 18 | 34 | 280 |
Holy | Powerful Holy Elemental attack. | 5 | 1 | — | 56 | 17 | 600 |