About: Seer (Tactics A2)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Magick Frenzy is a unique skill that follows up a spell with a physical attack. Like the Red Mage's Doublecast, Magick Frenzy can be used with spells from other jobs, the most potent combination being Illusion skills, which allow the Seer to attack every unit twice, and even three times if Dual Wield is their passive ability, although Seers cannot take advantage of this directly since books cannot be dual-wielded. With Replenish MP and Recharge, Seers have good MP recovery, and rarely require the support of items or MP-restoring units. This class is obtained after rescuing Roye.

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  • Seer (Tactics A2)
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  • Magick Frenzy is a unique skill that follows up a spell with a physical attack. Like the Red Mage's Doublecast, Magick Frenzy can be used with spells from other jobs, the most potent combination being Illusion skills, which allow the Seer to attack every unit twice, and even three times if Dual Wield is their passive ability, although Seers cannot take advantage of this directly since books cannot be dual-wielded. With Replenish MP and Recharge, Seers have good MP recovery, and rarely require the support of items or MP-restoring units. This class is obtained after rescuing Roye.
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  • Magick Frenzy is a unique skill that follows up a spell with a physical attack. Like the Red Mage's Doublecast, Magick Frenzy can be used with spells from other jobs, the most potent combination being Illusion skills, which allow the Seer to attack every unit twice, and even three times if Dual Wield is their passive ability, although Seers cannot take advantage of this directly since books cannot be dual-wielded. With Replenish MP and Recharge, Seers have good MP recovery, and rarely require the support of items or MP-restoring units. Seers are best equipped with Illusion A-ability so that they can cast Magick Frenzy that hits all enemies magickally and physically that serves well with the Geomancy or Attack↑ or Doublehand as supportives. As healers, they are good coupled with their Magick Frenzy, for simply equipping the Healing Staff and casting Cura, or any other elemental attack the ailing unit absorbs, creates a potent recovery option. Using Magick Frenzy with a curative spell will heal the player's units and harm them at the same time (unless the player uses an elemental attack a unit absorbs), and the same can be said for Recharge, unless the player's weapon deals damage of an element they absorb, or the Seer is equipped with a Healing Staff. It will also harm the undead. Geomancy proves effective as it boosts the Trifecta spells and Cura (Holy affinity). Halve MP is not recommended due to Recharge resulting in redundancy, the player may opt for the Parivir's Strike Back instead. The High Magick skillset can still be used even if the player hasn't unlocked the Seer allowing one to quickly work one's way through both the Black and White Mage skillsets, and have all but two Seer abilities set as the secondary A-ability skillset as the player levels elsewhere. This class is obtained after rescuing Roye.
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