FF Tactics - Random Ramza Solo Part 5: Zaland / Bariaus / Zigolas
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0t3p_gKbzn45W_2FIADkoZ
It's apparently been exactly one month since I uploaded the last part of this. Somebody's been busy, I guess.
Anyway, with this video we continue the second chapter of the game with some of the chapter's harder maps, potentially anyway. They're not Goug-level difficult, let alone Lionel Castle-level, but they do occasionally pose a lot of trouble for the player in a challenge such as ours. I must say the RNG blessed us with some very effective, if not abusable, builds for the first two maps in this recording, making these maps a lot less painful.
Zaland Fort City
Chemist
Math Skill
Weapon Guard
Concentrate
Jump +1
Some of these aren't half bad, and I can think of plenty of earlier maps where Concentrate would've been really helpful - what we really should see above is the 'Math Skill' bit - now usable without being reclassed into a Calculator with its abysmal base stats and modifiers. It sure helps when Ramza doesn't get his turns half as often compared to his enemies.
I examined the enemies carefully on past attempts to locate a weak point that I can penetrate with Math Skill. Agrias was going into the map at lv. 12 and Mustadio was always lv. 10, while a lot of the foes would fluctuate between lv. 11~13, lv. 12 ones being somewhat rare, and 11 & 13 are prime numbers. Ramza was also lv. 13 at the time so I did a random encounter with him so that he'd gain an additional level.
So that's how Mustadio survived with Ramza gaining 2 extra points of Brave (which are sure to be useful for all kinds of skills and attacks ahead of us in this challenge). I managed to kill one of the Wizards charging a spell on Mustadio, weakening the other lv. 11/13 enemies severely, and repeated the action next turn to KO everybody but two lv. 12 enemies. Those happened to be on terrain of 5h and 10h respectively and Mustadio was on a different one so I simply fired off a Height 5 Holy to complete the map.
Math Skill master race I guess. Even when it's fun to use, it doesn't really feel like playing the actual game...
Bariaus Hill
Ninja
Battle Skill
MA Save
Magic DefendUP
Move +2
I don't understand why enemies found it a good idea to turn their backs towards Ramza on this run (which they do at the start of the fight and then again closer to the end)...
Battle Skill and MA Save are of a dubious value on a Ninja, but Move +2 is actually really handy if one wants to make full use of the Throw command, and that's exactly what I did, buying some 5-ish Battle Axes, which aren't exactly that strong compared to the rest of the heavy weaponry at this point of the game (Giant Axes don't appear in shops until this map is completed, ironically). If I opt for the Battle Boots on Ramza, I can get 7-range Throws, which keeps Ramza somewhat safe. He could take a mantle for better avotanking against the archers (and the occasional knight), alternatively.
Ninja's impressive speed is of great value here, letting Ramza kill a summoner midcharge of her summon, which enables Mustadio to stay alive for a little while longer.
Agrias? She got some more disposable heavy equipment from me since her stuff was bound to be broken by the numerous knight foes here. Only lost a shield, I believe. I equipped her for mobility so that she'd spend less turns travelling from one enemy to another and would use more turns for actual attacking. Mustadio got as much HP as I could give him and Item to use a Potion both on himself and Ramza (who would sometimes be prioritised by the archers here).
Magic DefendUP is actually a good skill to have in case summoners target Ramza, but this wasn't a necessity as I ended up not taking any Shivas or Ramuhs on this one attempt.
And I guess non-Martial Arts punching with 74 Brave is still pretty good damage for a Ninja before any good ninjaswords become available.
Zigolas Swamp
Priest
Battle Skill
Regenerator
Defend
Any Weather
Since Mustadio got lucky with having learnt Seal Evil at base before joining, I really couldn't care less what build I would get. I got Priest however, and that let me target some undead enemies with healing magic and I also overkilled a Malboro with a Holy spell; as you would expect, running Ramza out of MP almost completely as a result.
I think Any Weather is also pretty good luck because this just might be the best map in the storyline for it. Still, Mustadio having Seal Evil made this lucky roll pretty unimpressive in the context of how most of the enemies were routed. idk why Mustadio avoided sealing one of the skeletons (poor compat?).
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