In some cases, the bonuses an Esper work best with the 2nd class you choose, not so much the first one. But unlike the Foebreaker, the Knight's locked optional Licenses can open it up in a whole new way as a backup healer without the augmentation of another job.If you do decide to go with a more White Magick-oriented Knight, be aware of the Esper cost since only one character can have a single Esper.If you have better things to do with Mateus and/or Hashmal (you likely don't), pair this with a more active job to keep it busy.If you do decide to go with giving your Knight character both Mateus and Hashmal, be sure its second job grants plenty of Magick Lores to make those heals relevant.In either case, make sure whatever you pair it with has more than a single Swiftness.The Knight's primary weapon, swords, are well-balanced among the rest but are slower than many other weapon types. There is a chance that the casting of Decoy will “miss” the target player as the target’s Magick resistance and the caster’s Magick stats will affect its ability to hit, unlike every other beneficial status effect in the game (Protect, Shell, Haste, etc.

Note: Decoy was setup or programmed poorly within Final Fantasy XII. Endgame spears have a chance to inflict Disable on their target, which can be exceedingly useful.Ultimately the Uhlan is a well-balanced job you will most likely be using on at least one playthrough.Everyone wants a White Mage in their party and as always this is one of the busiest classes in the game.Because of how busy this job is, it is not recommended you pair White Mage with another busy job. Final Fantasy XII Summary : Young street hood Vaan and the dethroned Princess Ashe find their fates tied to the future of their world in Final Fantasy XII, the series' twelfth RPG epic. This combination of jobs increases the amount of damage done by utilizing the strength from the Knight class and the higher Magick stat from the Bushi class. Here's the key for their abbreviations:This is just a list of what some of these licenses do, as well as what the Technicks do (because it can be hard to remember).Chances are you want to know this for min-maxing reasons. All major boss fights are made much easier by ensuring that your party members have these spells activated for the duration of the fight, much more so than in previous Final Fantasy titles.By no means are the above three job classifications required.


Ashley spends all her time playing games, cooking, and studying languages. It's a miracle she's not burned out on the whole thing after being a game addict since '89 (I'm old, deal with it). Classic annoying Sega kid, still hasn't let go of Sonic and prefers arcade-style games. Final Fantasy and SaGa rock whatever it is you like, chump. A comprehensive guide to each of the 12 classes in TZA, along with License and Technick explanations for proper party planning. Final Fantasy XII is one of the first games in the Final Fantasy series that actively encourages the use of a standard MMORPG party setup which includes a tank, a healer and supporting characters. The Machinist lacks the Battle or Magick Lores to stand on its own, but it makes up for that with a host of Technicks and some very nice item improvement Lores.As guns' damage does not scale off a character's stats, you are much better off using this job to bolster others -- and using another class's weapons to boot. There is one for each job, listing out the licenses it receives as well as optional ones from Quickenings and Espers (only one character to an Esper!). Links to any and all are found below.As mentioned, whether you've played the original game or the Every RPG needs some sort of archer class, and the one found here in Archer has a full 3 Swiftness licenses in its repertoire, some very handy potion and remedy lores With only 1 Magick Lore and 2 Battle Lores to augment the Archer's stats, it has to be paired with a class with heaps of lore of one or the other to be effective. How to create the best party in Final Fantasy XII. Measures are interesting, but ultimately not all that useful outside of gimmick parties.The real benefit here with Machinist is all that Time Magick granted with the Famfrit Esper and the wide array of Technicks, making this a useful but niche job to take.As mentioned, guns are not a very good weapon type for a standard playthrough and they are exceptionally slow.
Even better if that class has 3 Swiftnesses instead of the White Mage's 2.The job's main weapons, rods, are ranged weapons that calculate damage based on a character's strength but have magick power bonuses.Job names are abbreviated here to save space. I've played the Final Fantasy 12: International Job System version three or four times before 2017's The Zodiac Age remaster. That sounds all right until you're looking at doing all the game's side content and finding your Bushi to be useless.Pair your Bushi with a class that needs additional Magick power and watch it excel at what it does best: kill and kill fast.Katanas' damage is based off both a character's strength and magic power and have good combo potential.

Their damage is based solely off the weapon's damage, but every gunshot will hit its mark and an enemy's defense is not calculated in the damage.The Knight may have seemed like a tank among tanks, but one look at the Monk's HP should have you drooling if you're looking for an ideal tank job.The Monk is a one-man powerhouse capable of standing in large chunks of enemies and surviving, and later in the game can become a formidable healer provided you pair the class with another granting Magick Lores.If you choose to invest some Espers into your Monk you will open up White Magick on par with your White Mage at endgame, which means this class can be used as both a primary tank and primary healer with ease.If you are planning on your Monk becoming a healer through Esper allocation be sure the second job you choose isn't too busy.

It showcases what each class will offer a character. There are 12 job classes available to choose from in FF12: The Zodiac Age.None of the six characters are …

Licenses are your primary source of character customization in There are several sections to this guide. The useful Technicks, the hefty amount of Battle Lore, the job's improved item use capabilities, but you'll probably pick it up just because it uses spears.The Uhlan job is one of the most reliable damage dealers in the game and it can be paired with either attack or magic-oriented jobs with relative ease. No other characters should be equipped with a Shield (again, with the exception of specific boss fights that call for specialized equipment).There are some boss fights in the game where the boss will ignore evasion. Past that we have a table with all the Espers and what they give each class, and lastly a key to what many Licenses mean as well as what the Technicks do.