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Author Topic: FFTA2  (Read 40474 times)

Nodaisho

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Re: FFTA2
« Reply #50 on: 02 Jul 2008, 17:57 »

The viera did have paralyzing and stoning, but those were scarcely better than the instakill for reliability, and for disabling, blinding, confusing, I used my moogle gunners, since they can hit from just about across the map and have high accuracy even when not behind.
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Re: FFTA2
« Reply #51 on: 09 Jul 2008, 15:13 »

 How does one obtain a Griacharacter? I have a Seeq, but I keep looking out for a gria and I always end up dry.
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Re: FFTA2
« Reply #52 on: 16 Jul 2008, 21:31 »

Ok so, I am not sure if this is a part of the game or if I am doing something odd or what, but I really don't like my MP being reset to 0 in between missions and having to wait for it to regenerate before I can use any skills. Is that how it worked in FFTA?  I can't remember it being like that.
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Jackie Blue

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Re: FFTA2
« Reply #53 on: 16 Jul 2008, 23:39 »

The MP thing balances the fact that you could break the game in half with magic users in FFTA (Illusionist + Doublecast + Time Mages for example).
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Re: FFTA2
« Reply #54 on: 17 Jul 2008, 04:34 »

As you level your MP regen goes up though, right?  I'd hate to get to the higher-MP spells and still be stuck at the same abysmal regen rate.
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Jackie Blue

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Re: FFTA2
« Reply #55 on: 17 Jul 2008, 12:52 »

I haven't been playing it much (GTA4 hurrrrr) but yeah, you regen more MP per turn as you level it seems, including on the first turn, so none of your mages should have literally zero MP on their first turn.  Most of mine can cast most of their low-level spells on turn 1 still.
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Re: FFTA2
« Reply #56 on: 17 Jul 2008, 18:35 »

Yeah, but it's a little annoying to have to hang back and wait for MP to build up when you're doing a "KILL 6 REALLY ANNOYING THINGS IN 3 ROUNDS" clan challenge.  I guess it means I just have to work around it and beef up some melee guys for those fights.  My problem with it is that it really feels counter-intuitive due to ever other game I've played giving a full MP/mana bar and working down.  It feels like a rather heavy-handed way to stop the breakening you mentioned earlier.
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Storm Rider

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Re: FFTA2
« Reply #57 on: 17 Jul 2008, 19:46 »

There are passive abilities that can increase your MP regen per turn, or you can have a support character to feed them Ethers or use a MP-restoring ability so they can cast their kickass spell early.
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Re: FFTA2
« Reply #58 on: 17 Jul 2008, 19:53 »

The MP thing balances the fact that you could break the game in half with magic users in FFTA (Illusionist + Doublecast + Time Mages for example).


Truth. Concentrate (the s-ability that gave maxed out accuracy) was broken as hell and a squad of properly groomed and geared illusionists & jugglers (read: raised partly as ninjas/thieves for speed) could consistently knock out an entire opposing team before they are ever allowed to move. You basically had a squad of 5 guys who did roughly 20-30% of the entire opposing teams health per attack at 95% accuracy. Viera were similarly abusive since Petrify and the death touch move were broken as hell once you fixed their accuracy with Concentrate. Frankly, it rendered doublesword utterly obsolete; any halfway decent build had the ability to one round someone, the trick was doing so consistently, which fixed humans and viera firmly on top of the food chain.
« Last Edit: 19 Jul 2008, 00:00 by Whipstitch »
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Jackie Blue

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Re: FFTA2
« Reply #59 on: 17 Jul 2008, 23:26 »

Yeah, I actually never finished FFTA because around 30 hours in or so, when my Viera had Concentrate and Kill Any Fucking Thing In One Hit (Assassinate?), the game became even easier than it already had been.  Not to mention having a Ninja with Monkey Grip and thus one honking big sword in each hand... yeah.
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will: wanton sex god

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Re: FFTA2
« Reply #60 on: 18 Jul 2008, 08:33 »

Yeah, I actually never finished FFTA because around 30 hours in or so, when my Viera had Concentrate and Kill Any Fucking Thing In One Hit (Assassinate?), the game became even easier than it already had been.  Not to mention having a Ninja with Monkey Grip and thus one honking big sword in each hand... yeah.


IIRC monkey grip = 1 hand a 2 handed sword with a power decrease.  Double sword= two swords.  they were both passives so it was one or the other.


i haven't read this thread all the way through to avoid possible spoilers, but 2 hours into it i feel a fukton less far than when i was 2 hours into FFTA for GBA.  The difficulty (on normal) seems a lot harder than the previous game as well.
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Jackie Blue

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Re: FFTA2
« Reply #61 on: 18 Jul 2008, 13:28 »

IIRC monkey grip = 1 hand a 2 handed sword with a power decrease.  Double sword= two swords.  they were both passives so it was one or the other.

But Ninjas could equip two swords without having the ability equipped, like how fighter classes can equip shields without the Shieldbearer skill.

At least, that's how I remember it.
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Re: FFTA2
« Reply #62 on: 18 Jul 2008, 14:01 »

I like T2 significantly more than TA (which I couldn't spend more than an hour or two playing total) but I still find that it lacks everything I loved about the original, that I will still defend as a loyalist to my death. I thought that Tactics Ogre on the gba offered way more than TA, and had perfected all of the little nuances of the tactics game. FFT was in no way perfect, but it was perfect for me. I find in this new one that it still suffers from a lack of depth, and with 5 races to split up classes over I found myself not caring at all about getting them all.
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Nodaisho

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Re: FFTA2
« Reply #63 on: 18 Jul 2008, 14:53 »

I don't remember ninjas being able to use two swords without getting the ability, I suppose I could check.
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Jackie Blue

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Re: FFTA2
« Reply #64 on: 18 Jul 2008, 23:24 »

I thought that Tactics Ogre on the gba offered way more than TA, and had perfected all of the little nuances of the tactics game.

No offense but you're insane.  Knight of Lodis was a good game but it was incredibly, vastly far from "perfect" and, quite often, not within spitting distance of "fun" either.

I'm also confused that you consider it a bad thing that there are lots of races and classes.  Variety is rad.

Just last night I found the "quest chart" in FFTA2 and that you can press Y on a class name and have the pre-requisites spelled out for you.  Thank God, I hate having to stop playing and check GameFAQs for little things like that.
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Jackie Blue

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Re: FFTA2
« Reply #65 on: 03 Aug 2008, 18:10 »

I just unlocked the Fighter class.  The mission for it shows up around when you've done um... I think 4 or 5 story missions?  You have to fight a whole team of Fighters, though, so it's not a walk in the park.
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Jackie Blue

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Re: FFTA2
« Reply #66 on: 03 Aug 2008, 20:34 »

Just bring a few guys with black magic (or better yet, Aero if you have a Sage) and you should be fine.  Also make sure most/all of your warriors have Counter (which they definitely should by that point).
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Re: FFTA2
« Reply #67 on: 03 Aug 2008, 23:37 »

I was kind of hitting a wall with this game for a while because all the quests I had to do were against clans of higher level and therefore not fun.  Then I remembered that I had all the Clan tests or whatever they are called to do.  So I did a bunch of them and levelled up a bit and things became easier.  However, now I have each of my clan "skills" about 2/3 to 3/4 maxed already.  Is this common?  I don't understand why it's so easy to increase those stats.

Also, I can't get more than 3 Thief skills because I only have 3 weapons that train those skills.  Has anyone been able to train up some ninjas yet or what?  So far I've unlocked uh, Fighter, Dragoon, Beastmaster, Arcanist, and the Moogle version of the gunner.  Is the Green Mage available from the start?  I can use it, anyway.  I have all these weapons available in the ye olde shoppe for classes I can't use yet, but they ain't got no got-dang thief weapons other than them three what I already got.  Frustrating!
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Jackie Blue

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Re: FFTA2
« Reply #68 on: 03 Aug 2008, 23:43 »

I too am having a bitch of a time finding a fourth Thief weapon.  It's getting annoying because I really want to turn Adelle into a Ninja.

Green Mage is unlocked by a quest, but it's one of the first and easiest quests in the game.

Yet again Beastmasters seem to be pretty useless.  I think I've only found/made two weapons to train them with.
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Re: FFTA2
« Reply #69 on: 03 Aug 2008, 23:56 »

Yeah, I really don't like Beastmasters other than for giving the Nu Mou a class that levels up their HP a bit more than the usual mages (I think?)

I want Adelle to be a ninja, too.  Her base of Thief and general demeanour really does lend itself to being a ninja/thief or ninja/fighter.
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Re: FFTA2
« Reply #70 on: 04 Aug 2008, 19:43 »

Hurrah!
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Re: FFTA2
« Reply #71 on: 04 Aug 2008, 20:53 »

i haven't used the cannoneer yet but i'd say it's probably worth trying out to at least master some abilities and see how you like it.
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Re: FFTA2
« Reply #72 on: 05 Aug 2008, 00:16 »

Cannoneers are great long-range support characters, especially when they learn Ether Cannon later on and they can boost your mage's MP so they can cast their really kickass spells early.
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Jackie Blue

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Re: FFTA2
« Reply #73 on: 05 Aug 2008, 02:32 »

I haven't found the quests to unlock any of the gun-using classes yet.

I'm pleasantly surprised, however, that a Juggler/Tinker can actually do pretty good damage in this one, instead of just being the guy you bring in if you want to flip a coin to decide the ease or difficulty of the fight.

20 freaking hours and I just now gained access to Black Magic other than the basic 3 spells.   :x
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Re: FFTA2
« Reply #74 on: 05 Aug 2008, 03:31 »

That is odd!  I have had 3 other rods for a while now.  I guess it goes to show the random nature of the Bazaar system.  I think that is probably the biggest non-interface gripe I have with the game so far.

On the interface side, jesus fucking christ could the interstitial animations and cut-scenes be any fucking slower?  Can you hurry them up or turn them off in some fashion?  I've tried looking about & turned the text speed up to the fastest, but nothing helps.
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Nodaisho

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Re: FFTA2
« Reply #75 on: 05 Aug 2008, 10:05 »

Man... Zero, are you really slow playing through the game, or did they slow things down way too much? You had sleet rods and whatnot before long at all in TA, I didn't have any problems with it, apparently I didn't have any of the really cheap combos, though (concentration with an assassin, doublecast illusionist). Unless you count gunners with ultima.
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Jackie Blue

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Re: FFTA2
« Reply #76 on: 05 Aug 2008, 12:56 »

I don't think I'm playing the game slow.  I believe I've unlocked all the areas of the first continent and am close to going to the second one.

*turns on DS*

I have 10 clan members - Cain (the main character, Fighter/Paladin), Adelle (Fighter/Thief and Ninja if I ever get that freaking fourth Thief ability), and one other Hume who is a Hunter/White Mage.  Two Nu Mou, one is a Black Mage/Sage, the other I just recently got and am training up to be a Time Mage/Arcanist.  Only one Viera  :x  Right now she's a Fencer/Red/Green Mage, I'm waiting until I recruit another one to go for Elementalist/Assassin.  Three Bangaa - a Dragoon/Monk, a Bishop/Monk (eventually Templar), and a Warrior/Gladiator/Defender.  And one Moogle Juggler/Tinker.

I believe I have just taken the quest to unlock the basic Gunner/Fusilier/whatever it's called now class.

Done 43 quests, 8 of which are main story ones.

So no, I don't think I'm playing slow, just doing as many sidequests as possible because I was assuming that getting all those materials would open up good weapons for me.  So far all I've done is unlocked a bunch of cool stuff for classes I can't even use yet (Parivir, Ravager, Geomancer, etc).

There is one type of material - I forget what it was - that I only had one of, and had to choose to use it on making a Thundara rod or a Firaga rod, and I've been pretty careful otherwise not to use my last piece of any material.

Also I'm totally avoiding GameFAQs because I think that site has basically ruined the magic of playing a game yourself (other than discussing it here, I mean).
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Re: FFTA2
« Reply #77 on: 05 Aug 2008, 20:19 »

Yeah, that sounds about right.  I have 13 clan members, 43 quests completed (10 main story) and have done 7 clan challenges (the initial 4 specialised ones plus the general one, then 2 of the second-tier specialised ones).  Not sure how long I've played for, forgot to check & I'm at work so it looks suss pulling out the DS.  I keep doing the "find me a guildmember!" quest thing whenever it comes up, so that's probably the reason why I've got 3 more members (they don't really do me much good, I hardly use any of them).

My clan roster currently looks like:
5 Humes (Fighter/Paladin, Thief/Fighter, Fighter/Soldier, Black/White mage, Hunter)
3 Bangaa (Dragoon/Warrior, Gladiator, White Monk/Bishop)
2 Nu Mou (Time/Black Mage, White Mage)
1 Viera (Green/White Mage)
1 Moogle (Moogle Knight/Black Mage - Moogle Death Kniiiiiight! :D)
1 of the Shark-lookin' dudes (Ranger/Berserker as I get items for him/it to train with)

I am not entirely sure what I want to do with the primary team just yet.  Pretty sure my main will be a Paladin/Fighter, the girl will be a Ninja/Fighter or Ninja/White Mage and main Bangaa will definitely stay a Dragoon, as I love them.  Main Mu Mou will prob be a Time Mage something or other.  Moogle Fusilier is a fav from last game, but I am also liking this little dude as a Knight/Mage.  We'll see how it goes.
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Re: FFTA2
« Reply #78 on: 05 Aug 2008, 20:37 »

I used gamefaqs for when I couldn't remember the prereqs for some classes, but that was the old one, in this one you can see what it takes, which is nice.
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Noct

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Re: FFTA2
« Reply #79 on: 05 Aug 2008, 22:30 »

The first time I discovered I could have my cannoneer feed MP to my sage for Ultima Blow was joyous.  I ran around one-shotting everything and giggling for 5 minutes.  I've also finally got a seer/illusionist with turbo MP and magic frenzy that seems to work really well with the cannoneer.  First or second turn I can hit every enemy on the map for 150-200+ damage and then punch them all in the face for 30, just to add insult to injury.  I think it's slightly broken.

I also ran into a random event that ended with me having to kill (among other things) a couple of lvl90 Marlboro things.  My lvl 48 assassin stoned them both, first try.  I was very surprised, and am now sold on these insta-kill abilities (which I usually hate in most games).
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Re: FFTA2
« Reply #80 on: 06 Aug 2008, 12:25 »

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
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Re: FFTA2
« Reply #81 on: 06 Aug 2008, 12:39 »

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.
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Re: FFTA2
« Reply #82 on: 06 Aug 2008, 13:02 »

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?
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Re: FFTA2
« Reply #83 on: 06 Aug 2008, 13:25 »

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.
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Re: FFTA2
« Reply #84 on: 06 Aug 2008, 16:15 »

man, i was wondering why i couldn't catch a damn chocobo!
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Re: FFTA2
« Reply #85 on: 06 Aug 2008, 23:33 »

Yes, I think it requires animist abilities.
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Re: FFTA2
« Reply #86 on: 07 Aug 2008, 00:26 »

Just beat the game last night, the ending snuck up on me out of nowhere. 

Concerning moogles, I played around with them a bit, but they don't seem to be worth the effort most of the time unless you really like their quirky little attacks.  I got some decent use out of my fusilier around the middle portions of the game, with a few lucky shots I could have half the enemy team stopped in their tracks before they could even reach me.  Things just didn't scale up fast enough though, and eventually I stopped using him all together.  I also played around with moogle knights and animists a bit at the beginning, but again, they just seemed to get comparatively worse as the game progressed.  Barely touched jugglers and tinkers because... I really really really hate random effects. 

I haven't seen anyone mention Master Monks yet, and I have to say that I really liked the class.  My main bangaa went through just about every melee class he could before I finally settled on master monk/templar.  They can do both light and dark damage, and cross-counter absolutely destroys anything that can counterattack.  With the Unscarred ability equipped (ups stats when at full health) and topped off with regen, he would regularly deal out more damage with pummel than my dual wielding fighter/paladin dude ever could.  I'd really just use his templar abilities for Discipline (ups attack) and haste, maybe the occasional mana drain.
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Re: FFTA2
« Reply #87 on: 07 Aug 2008, 00:32 »

Juggler effects aren't "random", they just have a certain likelihood of kicking in (like every other status effect attack).  And many Juggler attacks do good damage regardless of whether the status effect kicks in, so I really think they're worth using.
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Re: FFTA2
« Reply #88 on: 07 Aug 2008, 00:48 »

What you say may be true, but all I know is that the very first tinker ability I ever used cast haste on the entire enemy team.  I didn't even care what their other abilities were, I immediately changed jobs and never looked back.  When I use an ability, I want to at least have a reasonable chance of doing what I want it to do, and never the exact opposite of that.  It makes me tactically sad in pants.

The rest of his abilities could shoot magical rainbows of death for all I know. 

Edit: I just realized that I went through the entire game without getting a single scion.  For 80% of the game I didn't even know what the "smash gauge" was.  Did I do it wrong?
« Last Edit: 07 Aug 2008, 00:51 by Noct »
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Re: FFTA2
« Reply #89 on: 07 Aug 2008, 12:02 »

Tinker and Juggler are two separate jobs, dogg.

Tinker is the one that randomly casts a spell on either you or the enemies (I think in this one it is affected by Luck).

Juggler is the one that throws wacky things like Molotov Cocktails and Hula Hoops at single enemies, hurting them and/or crippling them.
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Noct

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Re: FFTA2
« Reply #90 on: 08 Aug 2008, 12:10 »

Yeah I realize that, but you need to get a couple of skills in Tinker before you can unlock the Juggler class, and well... being a juggler just didn't sound amazing enough to bother with that.  I'll probably play around with them if I pick up the game again later, but right now I have some TWEWY to be terrible at.
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Jackie Blue

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Re: FFTA2
« Reply #91 on: 08 Aug 2008, 12:19 »

I keep meaning to get back to TWEWY and finish it and keep getting distracted by the OCD-inducing FFTA2.  Also the FF4 remake which is, bluntly, awesome as hell.

I just unlocked the Raptor class and I don't even have a freaking Gria yet.

It's kind of spoilerish to get weapons so early for Dancer and Bard considering it doesn't take a genius to figure out they're unique classes, and when I looked up who they belonged to out of curiosity (I thought Dancer would be Adelle's unique class for sure) I was spoilt even more.  Oh well.
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