FFTA - Hunter SSCC Part 1: Desert Peril
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0D8YA5pTgJqK156MEyQAM7
Something I recently started and played to my own surprise, because I used to think I'd got completely tired of this game. I suppose people reading this may not be aware that back when I first registered to this website, FFTA challenge videos were the series I did the most, and I remember that being a ton of fun for a while. It looks like my recentest FFTA challenge series completed dates back to 2008 so... that's 6 years in-between my last challenge and this one! Long time!
Anyway, I wanted to get back into the game by doing another solo run and the class I picked is Hunter. I suppose I should quickly describe this class?
+ ranged physical attacks, mostly at 5-range but best bows get to 7-range
+ immediate possession of MT physical damage, which isn't exactly common in this game
+ pretty damn high damage potential
+ eventually gains the ability to deal 2x dmg to monsters, but it comes a bit too late to be useful
+ eventually gets Weapon ATK+ making damage potential sufficient to take on the powerful endgame foes
+ eventually gets Auto-Regen, allowing small recovery in a tough skirmish or the chance to run away from enemies while getting health back (not always possible but depends on the opposition)
+ above average evasion
- Block Arrows blocks the Hunter's regular physicals and A-abilities, necessitating Combo to keep dealing damage
- gets access to neither of the following - robes, shields, heavy armour, women's headwear and clothing, making elemental absorption difficult
- gets plenty of elemental bows but the mission items that power them up are hard or even impossible to come by
- bows being elemental means you should be careful not to go in a mission where your element is absorbed
Overall, the Hunter class has good stats and does a better job at soloing the game than most other classes. I predict that the game can be finished at average or even below average levels.
This is the first map I thought was worth recording. You go against several monsters, including a nasty mean defence Thunder Flan whom you can only damage for 1 damage! Once you get Sidewinder you can inflict 2 damage to these buggers... :P Not only does taking down the Flan take a lot of time but you also can never finish him off as long as he can recover back HP by casting a spell on his own self when getting low on it. This means Lightning needs to be banned here, leaving the Flan with only physical attacks.
Even with Sonic Boom, Marche can find himself outnumbered and he's, like, 2HKO'd too, so the plan is to hide in one of the two places where only one enemy can reach him (they have no ranged attacks). If Marche manages to kill the enemy adjacent to him, the monster's corpse will prevent the rest of these guys from touching him for the rest of the fight... or at least until the Judge decides to "clean up" (I haven't yet figured out when this happens, because sometimes this is not done at all).
The duel against the Flan takes the most time, and I do need to be cautious because a single physical poke eliminates Marche in his current state, so that part is sped up 4x as opposed to the usual 2x.
So that's how that is.
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