Seijin Plays FFT - Geomancer SCC Part 1 : Hell Ivy is OP
Welcome to my "Geomancer SCC" playthrough of Final Fantasy Tactics. If you are not already familiar with FFT, do *not* watch this playthrough, as it does not play the game in a traditional manner. I show no story scenes. I only show the story battles.
If you want to see a full playthrough of FFT along with voice commentary, I suggest you watch my friend Cendril89's playthrough : https://www.youtube.com/playlist?list=PLWimWng8q7JeIa3dTL48cZemfNIPgeppi
What is an "SCC"? It stands for Straight Character Challenge... no, wait, it stands for Single Class Challenge... ah, whatever. There's been many names, but long story short, it involves playing through the game with Ramza + 4 generics, staying in the same class throughout the entire game, and without using *any* ability from *any* other class. Due to the nature of the challenge, it begins at Sweegy Woods (or Dorter Trade City if you want), because you cannot reach your desired class without grinding random battles at Mandalia Plains. Unless your desired class is squire or chemist, obviously.
Other rules for this challenge are the following :
-Special character (i.e. Orlandu) cannot be used, even if I were to just use them in the class for this challenge. Due to their higher-than-average stat growth, they'd have better stats than my generics. We wouldn't want that. :p
-Level caps are 20 for chapter 1, 35 for chapter 2, 50 for chapter 3 and 70 before entering Orbonne Monastery at the end of chapter 4.
-Guests can be any class, as they're not gonna stick around too much and I can't just make them geomancers at will. I will try not to make them OP (i.e. knight Delita with Auto Potion), usually keeping them in simple classes.
-I'm allowed to recruit special characters, but I'm not allowed to use them. I'll be recruiting them to keep their equipment (and perhaps keep Mustadio around if I want to do the endgame quests), and then boot them out.
-No other dumb stuff. I think this covers any and all possible loopholes and abuses. This is a challenge run, after all.
Why did I pick geomancer? Simply because it's my favorite class in the game, and it is underappreciated. It's also a very good class, and geomancer is one of the easier SCCs in the game. Chemist and ninja are definitely easier, but any other class is arguably harder than geomancer in at least *some* spots, I'd say.
I completed three SCCs many years ago : geomancer, archer and chemist. I also played most other SCCs that can be done, but I eventually stopped playing them because I had too much stuff going on (as opposed to downright giving up, even though in some cases, I lost interest due to a hard battle). I was in chapter 4 on lancer, dancer (with bard Ramza), summoner, monk, and two or three more that I forget.
I went with 4 females generics. Geomancer is one of rather few classes... or perhaps the only class(?) where both males and females have their perks, with one gender not necessarily being better than the other in all circumstances.
The way Elemental (the geomancer's skill set) works is, you do a skill based on the kind of terrain you are standing on. For instance, it's Hell Ivy when standing on grass. Elemental has a range of 5, and is a basic + shaped AoE that can hit other targets, but vertical tolerance is 0. It's a 100% hit chance in ALL circumstances (except Local Quake on a floating enemy), and has roughly 20-25% chance to inflict a negative status ailment (based on the skill - Hell Ivy inflicts Stop, for instance). Elemental counts as a magic attack (boosted by Magic Attack Up, reduced by Magic Defend Up and Shell), but uses both PA and MA in the damage formula, and does not use faith at all. The Elemental user cannot be hit by his/her own Elemental (which is occasionally relevant), but can hit other party members.
The damage formula for Elemental is (PA+2)/2 * MA. For instance, let's say PA is 10 and MA is 8, that becomes (10+2)/2 * 8. So we have 10+2 (which is 12), divided by 2 (which becomes 6), multiplied by 8. Six times eight is 48, so it's 48 damage, 100% hit chance, small chance of inflicting status, from a long range, can hit multiple enemies. And, uh, the damage may vary based on zodiac compatibility, of course.
Ramza is a great geomancer because he has the PA growth of a male and the MA growth of a female.
Due to the way the damage formula works, you want both PA and MA, but MA is slightly more valuable in the damage formula most of the time. For this reason, females may be preferable. On the other hand, geomancers are second only to knights in melee fights (due to Attack UP being a geomancer support ability, which I can use!), and males get more PA, making them even more powerful.
I went with 4 females because it's probably a bit harder (yes, I want it to be harder) in boss fights where Elemental isn't as good and you largely want melee hits. Also, the female geomancer is one of my favorite sprites in the game.
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