FF Tactics - Random Ramza Solo Part 2: Dorter / Zeklaus / Thieves Fort
Introductory video for this quirky challenge:
https://www.youtube.com/watch?v=LEz1DS6_W-I
The next few storyline battles. In these maps, well, aside from Sand Rat Cellar where I had one of the best jobs randomly chosen for me, Ramza starts to feel the burden of not having powerfully built Delita and Algus there to support him. While Algus is present for too short a time to justify really investing into him and sandbagging until he learns some key abilities in a storyline map (because guests won't appear in random battles), Delita is literally there for every chapter 1 battle there is, and when soloist Ramza is weak, it's Delita that carries him to a point where Ramza hopefully learns some good abilities, or buys good gear, or whatever else.
On this run, I didn't make the conscious decision to grind Delita to play any role other than a Knight or a Monk that can use a Potion or a Phoenix Down in a pinch, so if Ramza is weak, he really is in trouble. A Summoner Delita or, say, a Monk with Auto-Potion can easily win chapter 1 battles even for the weakest imaginable Ramza.
Dorter Trade City
Chemist
White Magic
Counter Magic
Equip Change
Teleport
This is never the easiest map but luckily the class set I got is one of the better ones you can think of. Chemist + White Mage is highly superfluous as far as abilities go, though casting Shell on yourself and then tanking magical spells one at a time sounds like a good way of taking those pesky Wizards out, and these are likely the largest threat on the map. I tried it a few times, and because Counter Magic still demands you have MP to counter with the same spell, using Shell actually drains Ramza of his stock too early. Oh well.
Overall, Ramza alternated between soloist and supporter roles in this fight. Weakening Wizards and some of their allies with counters and re-directing is very effective here, but took a few retries until I figured out approximately how this should be done, because positioning and timing CT-wise are equally important. Staying in the range of a Wizard and two enemies (the non-barehanded Archer will eventually reach you very easily with ranged attacks) can lead to a dead Ramza, as can getting into the range of two Wizards at once.
Throwing Potions at others is also useful, because three units achieve so much more than Ramza possibly could alone. I'm actually a little perplexed I didn't have anybody die on this attempt!
Zeklaus Desert
Monk
White Magic
Catch
Secret Hunt
Move +1
Okay, here I was given all the tools to destroy the enemy army. All the skills here are sorta useless, besides maybe Move +1 since extra mobility really helps choosing your next group of Earth Slash victims, but finally we have a class with an adequate PA score to make Punch Art tear everything into shreds. Even restorative skills like Chakra take PA into account, and access to every Punch Art ability allows Ramza to be quite flexible about how he takes on the enemies here.
Mostly, he just spams Earth Slash, since it's powerful, 100% accurate and targets multiple enemies at once, resulting in serious terror caused to the foes here. Algus doesn't take long to die and Delita shortly follows, but Ramza revives Algus to help him out with the remaining Knights still alive on the field - you need to be on the same height to revive somebody this way (applies to Chakra too), but I think I would have had just enough MP to cast Raise if I had been unlucky with the height Algus died on.
Thieves Fort
Archer
Basic Skill
Face Up
Two Hands
Float
The objective is to get Miluda into very low HP (just bare critical isn't sufficient it seems), and with Algus and Delita getting themselves killed nearly instantaneously, I needed a bit of time to figure out what exactly should be done here.
The abilities we got, well... Archer isn't a good class at all; Face Up is a double-edged sword since higher Faith means both higher magical power and lower magical resistance in future maps (though only a slight difference persists); Two Hands does absolutely nothing even for doublehanded bows, and there are no earth-elemental attacks for Float to protect us from. Wasted skillset?
More or less, but Basic Skill is that little bit of help we desperately need. Delita's AI is actually useful in luring most of the enemies away from Ramza during that critical time he needs to have alone time with Miluda when she attacks him with her blade, and by that time Ramza had used Yell on himself enough times to double-turn her. He gets a Charge+5 off on her following a successful earlier snipe, and then finishes her off when she's in critical.
This is Algus's last map, and Delita's not really getting any better from this point onwards. Party size is reduced from 3 to 2 for the following maps, which is kind of a problem, so let's see what the RNG has in store for us in terms of skill set.
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