FFT - Mime Run Part 4: Some Van Halen Reference
Zaland Fort City and Bariaus Hill in this video. As you could've seen coming from the last video, I got interested in mimicking Jump and tried to develop this idea further. Though Ramza's horizontal jump range doesn't permit him to spam it at very long distance just yet (nothing's stopping me from grinding that JP up of course, but I'm trying not to break the game here), it seems certain that Mimes will mimick the Jump regardless of height, which I can see being situationally (why is my spellcheck marking this word red btw?) useful against some tough to reach enemies, such as, let me think, the last Zalmo fight? Assassin girls when entering Limbery castle too I assume.
In the first map, there's the whole saving Mustadio thing which is a good choice to receive a small Brave boost regardless of the additional difficulty of opting for this map objective. Mimes will never activate any reaction abilities, but punching stuff does demand Brave to be high for it to matter.
The start is somewhat rough with Wizards having the capacity to target our party pre-emptively (they may or may not have Battle Boots equipped, extending how far they can move) but proper positioning prevents them from targeting the same unit twice since they're out of range.
Now here's where the fun with mimicking Jumps starts. Agrias is a Haster here (since she has to do something useful that can be mimicked to match the theme of the run) so you never know the exact relation between Ramza and Mimes' CT at any point of the fight following the very beginning where you can have a specific plan to carry out and then you just act it out, but here's the gist of it.
Basically, Jump needs about 50/100 to go off, so if Mimes act later than this, Ramza adjusts his facing/positioning in relation to the enemy so that Mimes can imitate Jump and then continue doing something on their own (such as move to a tactically advantageous place). If Mimes are expected to precede the delayed Jump (but not the choice of Jump as an action), Ramza just targets whomever (not really, but it's harder to explain) and the Mimes adjust their positions. They can punch somebody and then face a different enemy (or the same one) for the mimicked Jump too!
This turned out to be strangely addictive and I ended up replaying the same map several times because it just kept getting more and more entertaining.
DEB, my support unit, was a bulky Monk (Equip Armour seems to be always appropriate for a Monk because a lot of the PA stacking usually comes from light headgear that's unavailable to Monks, and the HP can be a problem even with it being naturally high for a Monk), and ran support with timed Accumulates and Chakra (spellcheck marks this red too; come on Firefox add-on, study your esotericism and there we go, this one's red too) healing.
Martial Arts powers up Jump by the way, so with Accumulate we can have some really mean ones, especially midcharge.
I take this setup to the next map as well; except Mustadio being stubborn about attacking that Summoner to the west makes it too tempting not to mimick the gunshots at the central enemies as well. Some other neat Mime-related stuff happens here too; the map takes a while to round up before the end though.
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