Final Fantasy Tactics
(as "Final Fantasy Tactics: The War of the Lions")
ไฟนอลแฟนตาซี แทกติกส์
Archer
Final Fantasy Tactics
Archer Job Class – Final Fantasy Tactics
Besides looking like butch lesbians, Archers are a fairly good class since they can attack from a distance. Just get the best bows and crossbows for them. The Concentrate ability is important to learn because archers do miss a lot and it'll make you pull your hair out during challenging battles.
Requirements: Squire Level Two
Weapons: Bows, Crossbows, Shield Helmets: Hat Armor: Clothes
The Archer Job Class is one of the first classes that can attack from a distance. This is especially useful for earlier battles where effective attacks from the back line can kill enemies and preserve the lives of your allies. However, as you progress through the game, you will find that the Archer class becomes less appealing compared to some of the others. The Charge skill set is okay, but the time factor involved in pulling off charged attacks–and the enemy’s innate ability to dodge them–leave you wondering why it even exists. A way to alleviate this problem is to equip the Concentrate support skill so that your attacks will never fail. That is, of course, if the enemy decides not to move out of range.
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Action Abilities: Charge
- Charge +1: Allows you to charge for 1 charge time.
- Charge +2: Allows you to charge for 2 charge time.
- Charge +3: Allows you to charge for 3 charge time.
- Charge +4: Allows you to charge for 4 charge time.
- Charge +5: Allows you to charge for 5 charge time.
- Charge +7: Allows you to charge for 7 charge time.
- Charge +10: Allows you to charge for 10 charge time.
- Charge +20: Allows you to charge for 20 charge time.
Reaction Abilities
- Speed Save: You gain speed after getting hit.
- Arrow Guard: Allows you to evade more arrow attacks.
Support Abilities
- Equip Crossbow: Allows you to equip a crossbow, regardless of class.
- Concentrate: Gives you a 100% hit rate.
Movement Abilities
- jump +1: Allows you to jump one point higher than usual.
Baseline Statistics
Move | Jump | Speed | C-EV | AT +/- | MA +/- | HP +/- | MP +/- |
3 | 3 | 8 | 10% | + | Same | Same | – |
Charge
Name | Description | Range | Effect | Vertical | MP | Speed | JP |
Charge +1 | Attack that increases the damage a weapon does through charging. The more you charge, the stronger the attack power will be. | Depends on weapon | 1 | — | — | — | 100 |
Charge +2 | Slightly stronger attack than Charge +1. | Depends on weapon | 1 | — | — | — | 150 |
Charge +3 | Stronger than Charge +2, although it takes roughly the same amount of time to discharge. | Depends on weapon | 1 | — | — | — | 200 |
Charge +4 | This is the best of the charge skills as it gives you the best balance of strength and time. Combined with the Short Charge support skill, this is your best bet. | Depends on weapon | 1 | — | — | — | 250 |
Charge +5 | Stronger than Charge +4, but takes longer to discharge. | Depends on weapon | 1 | — | — | — | 300 |
Charge +7 | Stronger attack than Charge +5, but takes slightly longer to discharge. | Depends on weapon | 1 | — | — | — | 400 |
Charge +10 | Stronger attack than Charge +7, but takes a long time to discharge. | Depends on weapon | 1 | — | — | — | 600 |
Charge +20 | Stronger attack than Charge +10, but takes a long time to discharge. | Depends on weapon | 1 | — | — | — | 1000 |