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FFTA2

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Jackie Blue:
Are Moogle Knights less useless in this one?  I wanted to like them in the original but man, they just sucked on toast.  As I said earlier, Jugglers and Tinkers seem to have been beefed up, to the point where mine actually does more hand-to-hand damage than the Gladiator I just got, who is Doublehanding the sword that gives you said ability (Venus Blade?)

That confuses the damn out of me  :?

Also, if Ball Toss and Ring are still as broken as they were before, I will happily abuse the hell out of them.  Tossing a Molotov cocktail on enemy mages is also nice.

The quest to unlock Fusilier is annoying as fuck, not in a hard way, just in a "GET OVER HERE" way.

I'm on my way to fight that thief Dayvis and praying to God I get a new Thief weapon out of it.  I really want my catgirl ninja already.   :x

Scandanavian War Machine:
Moogle Knight is the one with the "Moogle Lance" ability right?

i've gotten quite a bit of use out of that skill in situations where i had no other options. i can't really recall ever using the other ones though.

Jackie Blue:
Moogle Lance is an okay distance attack, but that's the thing - Jugglers have a ton of distance attacks that are way more useful.

I'm very curious to see how Chocobo Knights work.  I mean, can you only use them on maps where there actually are Chocobos?  Or do you tame one Chocobo and he stays with you?  Or what?

Storm Rider:
You have to get a Chocobo down to HP Critical status and then the Chocobo Knight has the opportunity command 'Mount'. Then you have that chocobo until you release it or give it up for a certain questline.

Scandanavian War Machine:
man, i was wondering why i couldn't catch a damn chocobo!

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