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Post by Temari on Jun 7, 2006 16:33:14 GMT -5
The Gunner Dressphere: Abilities: Attack- AP- 0, Trigger Happy- AP-0, Potshot- AP-20 Cheap Shot- AP30 Enchanted Ammo- AP 30 Target MP- AP 30 Quarter Pounder- AP 40 On the Level- AP-40 Burst Shot- AP-60 Tableturner- AP-60 Scattershot- AP-80 Scatterburst- AP- 120 Darkproof- AP-30 Sleepproof- AP-30 Trigger Happy Lv. 2- AP- 80 Trigger Happy Lv..3- AP- 150 Gunner Description: The Gunner uses firearms to attack enemies. Range isn't a problem and a Gunner's attacks are very effective against flying or airborne enemies.THe "Trigger Happy" attack enables you to assail a single foe with a barrage of lower-powered chain attacks (quickly tap R1) during the time allotted. You can even extend the time for "Trigger Happy" by leveling up the ability. At first, a Gunner's attacks won't deal much damage. But as a character gains levels, the Gunner dressphere becomes a powerful tool for quikly disposing of enemies. "Gunplay" abilities feature special shots that require MP to execute. However, unlike most skills and spells, "Gunplay" abilities are immediately performed by the Gunnner, similar to physical attacks. In combat, the Gunner's main job is to attack and destroy enemies. At the start of the game, the Gunner is quite effective at this job. Equip a Gunner with accessories and Garment Grids to boost Strength and Accuracy to inflict more damage. As the character donning the Gunner Dressphere gains experiance levels and grows in strength, her attacks become more devastating with a higher freguency of critical hits.
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Post by Temari on Jun 7, 2006 16:43:38 GMT -5
Thief: Abilities: Attack- AP- 0 Steal- AP-0 Pilfer Gil- AP- 30 Borrowed Time- AP- 100 Pilfer HP- AP- 60 Pilfer MP- AP-60 Sticky Fingers- AP120 Master Thief- AP- 140 Soul Swipe- AP-160 Steal Will- AP- 160 Flee- AP- 10 Item Hunter- AP- 60 First STrike- 40 Initiative- AP- 60 Slowproof- AP 20 Stopproof- AP-40 Thief Description: While most enemies will drop items and small amounts of gil after each battle, a Thief can steal additional items, gil, HP and MP from enemies durnig combat. While a Thief is neither strong nor sturdy like some of the typical "attacker" types, the Thief's high Agility and Evasion makes it easier to sidestep m,any physical attacks. By stealing items and using the "Pilfer Gil" ability during every battle, a Thief helps the party to amass an over whelming supply of medicines, bombs, consumables and accessories, axs well as plenty of gil. Stealing is one of the best methods to gain powerful equipment early in the game. The "First Strike" ability of a thief enables her to get the first turn in combat. During combat, spend the first few turns stealing items and gil from each enemy on the battlefield. If enemies are reluctant to give up items and your Thief comes up empty handed use the "Sticky Fingers" ability to pry the items loose. In paticular, bosses usuall hold powerful accessories that can only be gained by stealing, so keep a Thief in the party at all times. Help out your fellow party members by halting enemy advancement with borrowed time, or enable the entire party to run simutaneously with the "Flee" ability in case of an emergancy.
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Post by Temari on Jun 7, 2006 17:03:34 GMT -5
Gunmage: Abilies: Attack- AP- 0 Blue Bullet- AP-0 Scan-AP-20 Shell Cracker- AP-20 Anti-Aircraft-AP-20 Silver Bullet- AP-20 Flan Eater- AP-20 Elementillery- AP-20 Killasaurus- AP-20 Drake Slayer- AP-20 Dismantler- AP-20 Mech Destroyer- AP-20 Demon Muzzle- AP- 20 Fiend Hunter Lv. 2- AP-30 Scan Lv. 2- AP-20 Scan Lv. 3- AP-100 Blue Bullet Abilities: Fire Breath- MP- 28 Seed Cannon- MP- 28 Stone Breath- MP- 32 Absorb- MP- 3 White Wind- MP- 16 Bad Breath- MP- 64 Mighty Guard- MP- 32 Supernova- MP- 70 Cry in the Night-MP 80- Drill Shot- MP- 32 Mortar- MP- 99 Annihilator- MP- 48 Heaven's Cataract- MP- 22 1000 Needles- MP- 24 Storm Cannon- MP- 38 Blaster- MP- 30 Description: The GUn Mage serves a variety of purposes on the battlefield, which adds up to one deadly combination. A Gun Mage can expose the weaknesses and current status ailments or benefits of a single enemy or an ally with the "Scan" abilitiy. Gun Mages learn a cariety of "Fiend Hunter" skills that enable them to deal greater damage to certain types of enemies more easily. When dealing with Machina, Mehcs, Helms, and Drakes in the early stages of the game, a Gun Mage who has learned the applicable skills will make quick work of these fights. Gun Mages also have the unique ability to learn the special attacks of enemies and use them in battle. When an enemy uses a special ability to attack a Gun Mage during Combrat, there is a chance that an active Gun Mage will learn the enemy's skill right on the spot. The only problem is whether or not the Gun Mage will survive the attack afterward! In battle, use "Scan" on unknown enemies to reveal elemental or statues weakness. For the rest of the battle, attack or perform "Fiend Hunter" abilities, if the types of fiends that the Gun Mage can affect are present. Always bring a Gun Mage if you want to learn new "Blue Bullet" abilities.
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Post by Temari on Jun 7, 2006 17:11:34 GMT -5
Warrior: Abilites: Attack- AP- 0 Sentinel- AP- 20 Flametongue- AP- 20 Ice Brand- AP- 20 Thunder Blade- AP- 20 Liquid Steel- SP- 20 Demi Sword- AP- 60 Excalibur- AP-120 Power Break- AP- 30 Armor Break- AP- 30 Magic Break- AP- 30 Mental Break-AP- 30 Delay Attack- AP-100 Delay Buster- AP-120 Assault- AP- 100 SOS Protect- AP- 20 Description- The Warrior, Paine's initial dress sphere is the first of many strong "attacker" dessheres in the game. The main feature of a Warrior is to hit enemies hard and bring down large amounts of enemy HP with each strike. A Warrior benefits from a lot of HP, but lacks a respectable amount of MP. A Warrior's "Swordplay" skills are all low cost abilities that fuse magic with metal in a powerful attack designed to exploit enemy weaknesses. A Warrior can also make many enemies easier to defeat by lowering their attack power, defense, and spell casting abilities. Additionally, a Warrior can also delay the action of an enemy with "Delay Attack" and "Delay Buster" During battles, if an enemy is taking less than the normal amount of damage from a Warrior's attack, use "Swordplay" abilities to exploit elemental weakness or inflict status ailments on it. Without restorative abilities, a Warrior must depnd on others to regain lost HP.
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Post by Temari on Jun 8, 2006 15:03:55 GMT -5
Alchemist: Abilities: Attack-AP: 0 Mix-AP: 0 Potion-AP:10 Hi-Potion-AP: 40 Mega-Potion-AP: 120 X-PotionAP: 160 Remedy-AP:20 Dispel Tonic-AP: 20 Phoenix Down-AP: 30 Mega Phoenix-AP:200 Ether-AP: 400 Elixer-AP: 999 Items Lv.2-AP: 30 Chemist-AP: 40 Elementalist-AP: 80 Physicist- AP: 100 Mixes: Attack: Pineapple Potato Masher Cluster Bomb Sunburst Blaster Mine Hazardous Shell Soul Spring Soul Sea Heat Blaster Firestorm Burning Soul Brimestone Abaddon Flame Snow Flurry Winter Storm Black Ice Krysta Rolling Thunder Thunderbolt Electroshock Thunderblast Waterfall Flash Flood Tidal Wave Aqua Toxin Dark Rain Nega Burst Tallboy Grandslam Archangel White Hole Recovery: Hi-Potion Mega-Potion Ultra-Potion Remedy Panacea Ultra Cure Final Elixer Mega Phoenix Final Phoenix Fantasy Phoenix Support Type: Mega Vitality Mega Mana Mega cocktail Chocobo Wing Wall Hi-Wall Final Wall Hero Drink Miracle Drink Description: An Alchemist has the ability to help the party make the most of their items. The "Mix" ability enables an Alchemist to combine any two items for greater effect. For example, a Potion and a Hi-Potion can be combined to achieve the effect of a Mega-Potion, which restores 2000 HP to each party member simultaneously. It's easy to see that the "Mix" ability makes it possible to use items that you don't have by combining two lesser items. An Alchemist can also learn to create items and use them during battle. Since an Alchemist can also attack, equip your party's main "healer" with this dressphere in the later half of the game. In any battle, have an Alchemist attack until a need for mixing or healing arises. If all the enemies can be affected by some status ailemnt, then mix up the appropiate bomb and launch it at them. If your party get's into trouble, have an Alchemist mix up restorative items or create new items by using her her "Stash" skills.
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Post by Temari on Jun 9, 2006 20:16:29 GMT -5
Samurai: Abilities: Attack-AP 0 Spare Change-AP 0 Mirror of Equity- AP 30 Magicide-AP 30 Dismissal-AP 30 Fingersnap-AP 40 Sparkler-AP 40 Fireworks-AP 60 Momemtum- AP 60 Shin-Zantetsu-AP 100 Nonpareil-AP 20 No Fear- AP 30 CLean Slate- AP40 Hayate- AP 60 Zantetsu- AP 140 SOS Critical- AP 80 Description: Another "strong" attacker type of dressphere, the Samurai inflicts large amounts of damage with a huge sword. The SAmurai is surprisingly agile in spite of a heavy weapon and evades many attacks with surprising ease. However, the weight of the weapon makes it more difficult to hit flying or evasive targets. WHile many of the Samurai's abilities revolve mainly around around striking non-elemental damage against one or more foes, Thus, a Samurai specializes in creating a level playing field where honer can be maintained during combat. During combat, use a Samurai to strike enemies and cause massive damage. If the enemies show unusually high defense or if they cast beneficial status-raising spells, use the Samurai's "Fingersnap", "NonPareil", and "No Fear" abilities to elevate the Samurai to the fiends' level. Even with the "Clean SLate" abilitiy, a Samurai must still depend on others to regain lost HP.
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Post by Temari on Jun 9, 2006 21:09:58 GMT -5
Dark Knight: Abilities: Attack: AP 0 Darkness: AP 0 Drain: AP 20 Demi: AP 20 Confuse: AP 30 Break: AP 40 Bio: AP 30 Doom: AP 30 Death: AP 50 Black Sky: AP 100 Charon: AP 20 Poisonproof: AP 30 Stoneproof: AP 30 Confuseproof: AP 30 Curseproof: AP 30 Deathproof:AP 40 Description- A death-dealer born of shadow, the Dark Knight infuses the crafts of the Underworld to deal massive damage to enemies on the battlefield. As is the law in the nether realms, the Dark Knight can ssacrifice HP or her own life to defeat enemies. With the "Darkness" attack, a Dark Knight can sacrifice 1/8 of her total HP to inflict exorbitant amounts of damage to the entire enemy party. On the next turn, the Dark Knight can regain soem of the lost HP sacrificed by using the "Drain" ability. The "Charon" ability enables a Dark Knight ro sacrifice herself to inflict heavy damage on a single foe. However, the Dark Knight is removed from your party for the rest of the battle, and will not gain EXP following a victory. Use "Charon" only as a resort. The Dark Knight can also make herself immune to many status ailments by learning a complete set of auto-abilities. During battle, have a DArk Knight cast Darkness to damage all enemies at once, followed by a regular attack on a single foe. If some enemies prove difficult to defeat, try casting "Black Sky". While a Dark Knight can recover small amounts of lost HP by draining it from enemies, it is wiser and more beneficial for a Dark Knight to work in conjuction with a good healer type, such as a White Mage or an Alchemist. Charon is similar to Kamikaze form FF8 and one of Kimahri's over drive Self-Destruct.
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Post by Lyra on Jun 9, 2006 21:12:17 GMT -5
0_o wow long posts
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Post by Temari on Jun 9, 2006 21:18:54 GMT -5
I know lol but what do you thinhk? I have my game guide sitting in my lap and it has the dressphere's and it's abilities, and my pictures are from FFX-2.net so yeah lol i'm working hard on it taking my time since there's around 17 dress spheres in the english/american version of the game.
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Post by Lyra on Jun 9, 2006 21:24:19 GMT -5
i think its cool
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Post by Temari on Jun 9, 2006 21:35:03 GMT -5
thx i'm also making this a part of my FAQ and i'm taking my time on it making sure it's mostly correct lol.
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Post by Temari on Jun 9, 2006 21:48:47 GMT -5
Berserker: Abilities: Attack: 0 Berserk: 0 Cripple: 20 Mad Rush: AP 30 Crackdown: AP 30 Eject: AP 40 Unhinge: AP 40 Intimidate: AP 50 Envenom: AP 30 Hurt: AP 60 Howl: AP 80 Itchproof: AP 20 Counterattack: AP 180 Magic Counter: AP 300 Evade and Counter: AP 400 Auto-Regen: AP 80 Description: The Berserker dressphere is quick and attacks with furious abandon. The Berserker strikes with it's razor sharp claws, inflicting damage to a single foe. The damage inflicted can increased when the user casts "Berserk" on herself. While in the state. a Berserker attacks automatically. Once a Berserker has the hard-to-obatin auto-abilities (such as Counterattack, Magic Counter, and Evade and Counter), the character can strike back automatically multiple times per turn based on the enemies actions. Couple this with the "Auto-Regen" ability and the Berserker becomes an indepentend killing machine with little need for help form other party memebrs. Start each battle by doubling a Berserkers HP with the "Howl" ability, then determine your strategy and cast "Berserk" if all you need to do is attack. While doing all of this causes a Berserker to stay out of battle for the first few turns, the result is devastating to the enemy party.
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Post by Temari on Jun 9, 2006 22:09:11 GMT -5
Songstress: Ability: Darkness Dance- AP 0 Samab of Silence- AP 20 MP Mambo- AP 20 Magical Masque- AP 20 Sleepy Shuffle- AP 80 Carnival Cancan- AP 80 Slow Dance- AP 60 Brakedance- AP 120 Jitterbug- AP 120 Dirty Dancing- AP 160 Battle Cry- AP 10 Cantus Firmus- AP 10 Esoteric Melody- AP 10 Disenchant- AP 10 Perfect Pitch- AP 10 Matador's Song- AP 10 Description: THe Songstress dessphere transform the user into a singing sensation who uses musc and dance to distract the enemies from damaging the party. By learning the vaiours "Dance" moves available, a Songstress can inflict status ailmets on the enemy party with a 100% success rate (except in cases where enemies are immune to the status ailements). For example, while a Songstress is present you can blind the entire enemy party to prevent them from striking with physical atacks, or even stop them completely to make them easier targets. The Songstress has no ability to attack or heal unless she is equipeed with the proper Garment Grids or accessories. While equipping and mastering this dressphere, it's a good idea to equip accessories or Garment Grids that allow you to attack or use the healing abilities of another dresspjere, so that the Songstress can adapt to emergany situations. During combat, use Dance" abilities to negate the enemie' combat abilities, or throw the whole party into a frenzy by casting "Jitterbug". A songstress won't get another turn until the effects o fhte previous dance have ended. If a Songstress can't inflict status ailments on an enemy due to immunities, use "Sing" abilities to boose the attributes of allies.
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Post by Temari on Jun 9, 2006 23:15:55 GMT -5
Black Mage: Abilites: Fire: AP 0 Blizzard: AP 0 Thunder: AP 0 Water: AP 0 Fira: AP 40 Blizzara: AP 40 Thundara: AP 40 Watera: AP 40 Firaga: AP 100 Blizzaga: AP 100 Thundaga: AP 100 Waterga:100 Focus: 10 MP Absorb: 10 Black Magic Lv. 2: 40 Black Magic Lv. 3: 60 Description: Utuilizing the forces of elemental magi, the Black Magic focuses power to attack enemies with incredable spells. Control of such energy weighs heavly upon physcial fram, so characters equipping the Black Mage dressphere will have higher MP, but lower HP and High Magic and Magic Defense., but low strength and Defense. Protect Black Mages by equipping accessories and Garment Grids that raise HP and Defense. Without the ability to perform physcial attacks, the Black Mage becomes useless on the battlefield once her MP is depleted. Since learning of spell abilities is a gradual process requiring lots of battles , start by learning to bolsterthe magic at your disposal by learning the "Focus" and "MP Drain" Abilities. By raising your Black Magic Level, you can assure shorter casting times. During the latter stages of the game, many enemies will be more difficult to defeat due to their higher Magic Defense. WHen placing the Black Mage dressphere on a character's Garment Grid, compliment it with a dressphere that focuses on physical attacks. THis should enable your character to remain useful even after MP is depleted or enemies become resistant to magic. On the battlefield, the Black Mage depends on the defense of "attacker" types and the support of "healer" types. Never allow more than one character to equip a Black Mage dressphere at a time to avoid throwing off the balance of the party. Begin each battle by using "Focus" for stronger spell casting, then target spells at one or mutliple enemies . When MP get's low, drain power from enemies instead of consuming ethers.
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Post by Temari on Jun 10, 2006 13:25:24 GMT -5
White Mage: Abilities: Pray- AP 0 Vigor- AP 20 Cure- AP 20 Cura- AP 40 Curaga- AP 80 Regen- AP 80 Esuna- AP 20 Dispel- AP 30 Life- AP 30 Full-Life- AP 160 Shell- AP 30 Protect- AP 30 Reflect- AP 30 Full-Cure- AP 80 White Magic Lv. 2- AP 40 White Magic Lv. 3- AP 60 Description- While actively equipped byu a party member, the WHite Mage eneables a character to provide constant healing and support to all allies. Unable to attack under normal circumstances, the White Mage works to prevent other characters from falling into KO status and to remove harmal status ailments affecting the allies. Protective spells, such as "Protect" and "Shell", enables a White Mage to reduce the damagae inflicted on the party. Abilities such as "Dispel" enable a White Mage to level the battlefield by removing status benefits an enemy may be using on itself, and "Reflect" causes most magic spells cast on the party to be bounced back at the enemy who attempted to cast it. While the presence of a White Mage limits the amount of damage the party can inflict on the enemy, it also enables the party to survive battles much easier. White Magic abilities learned throug this dresspherewill be useful throughout the game. During combat. use the "Pray" ability during each combat turn to restore little amounts of HP to the party, even if such restoration is not required at the time. If the party is sustaining heavy damage, use "Cure", "Cura" or "Curaga" spells to cure one or all the party members at once. Cast "Protect" to diminish physical damaage, or "Shell" to reduce the damage.
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