Well since there has been plenty of talk and even questions or confusions about the combat slash Paradigm slash Crystarium systems, the three are sort of together as a whole while being apart. So let's open the table for everything. Questions about tactics and strategy in combat or suggestions on roles in the Crystarium to get powered up. Whatever you want.
So I guess I'll start out things with people's impressions of the combat. You will need to say have far you are into the game though since for anyone that is deep into the game will know that combat changes quite dramatically the further into the game you get.
And a quick question, in fights, specifically boss fights. Do you find yourself spamming the "X" button even know you know it doesn't do anything? I catch myself doing this all the time even though all actions have been put in and I'm just waiting for the attacks to play out. It is as though I'm trying to make the X button an attack button so I attack faster or something. I have found myself doing this more when I have haste on since the game move really fast once you have haste.
My impressions. In short, I love the combat. It can be quite disappointing at times not being able to control everyone in the party, but considering how fast the battles move you'd never be able to keep up. So it is better that they aren't. Which surprisingly the combat AI is actually pretty good. It surprised me that it reads and follows with the flow the battle. If the situation changes the auto-battle updates and changes to suit the new situation. When you learn weaknesses in the enemy the AI takes advantage of that. It even knows to use Fira and other -ra spells when enemies are staggered because -ra spells greatly increase the stagger meter and that'll mean in the end more damage, since a higher stagger meter will mean the enemy is more open. It took me a while to figure out why it was doing it, thought it was just wasting the slots. Then I realized it and saw that the game understand the system's inner workings better me. ^^;
Speaking of AI, the enemy AI varies quite a bit. But it is surprising how much buffing and debuffing plays in the game. Apart from FFXI, there was little focus on it and you get through the entire without them. But here you won't survive long with doing it. And enemies will even come with their own esuna and remove the debuffs. Sometimes it still feels like they are putting numbers into make up for difficulty that is lacking in the individual monster, but most often the individual is more deadly than any other FF game and when in a group they become even more deadly. It's not uncommon to see them helping each other out.
Also on monsters, it is surprising amount of variety of abilities and techniques. A lot of RPGs monsters are pretty stock and abilities just come down to a numbers game with little to make them unique other than their appearance. However, the monsters here end up being more than just attacks. I've seen wounded flans merge together to become bigger and strong. I've seen killed group chiefs be revived through a minion transform into the new chief. Even little some babies running back to the large adult pleading for help and coming to knock me flat. It is very refreshing to that the monsters are more than just attacks.
As for the Paradigm and Crystarium. It is interesting to see how they use the Crystarium to impose a type of cap on the player. So you can't really over level in the game after a certain point. And for a while I was getting enough CP to fill up all three roles before the end of the chapter. And all I was doing was fighting each monster I saw, not grinding. After a while though it become more about choices like around Chapter 9 and 10 I think, where the points are 4000 a piece and then in Chapter 12 they are 10,000. Not to mention the additional roles they are added around Chapter 10 are even more expensive.
I keep saying that I want two more slots for the Paradigm Shifts. But only have six keeps things really tactic. You have to pick and choose what you want, which early on isn't really a problem. But after a while you have to decide on which strategies are the best for the enemy you are fasting and adjust your Paradigms to meet that need. Usually if I lost to boss I would end up adjusting them to fill into areas I was failing. In the end I found this to be my many six Paradigms and have worked out really well.
Ravager x2 and Commando
Medic, Ravager and Sentinel
Medic, Medic and Sentinel
Commando x3
Ravager, Synergist and Saboteur
Ravager, Commando and Sentinel
This is my normal walking about Gran Pulse and dealing with the early run of the mill monsters. I makes sure to have the Sentinel since a lot of fights are groups and you need a tank to play mob control. After I left Cocoon and made it to Gran Pulse I had Ravager, Synergist and Saboteur default since I was using Sazh and got Haste. So I'd make sure to always haste before fighting. Though I think that I used Commando first, before I refined things to what it is now. I used Commando a lot more in the past and then I realize the advantages of Ravager, but Lightning finally got some great spells.
If I'm just grinding or just earlier in the game I was going Ravager x2 and Commando since that was enough. It eventually wasn't enough and each battle was trying alone.
The final boss I ended up altering my Paradigm since it came down to need to deal with things quickly so that I didn't have to prolong an already very deadly fight. So I replaced all of the Sentinels with Commandos. I made sure I was always dealing damage, which is something the main one doesn't focus on. It has different modes. Ravager x2 and Commando is for keeping and getting an enemy to stagger status and building the meter to about 500% after that I go Commando for huge damage since all of my party I use are strength over magic in terms of numbers. When I'm needing to heal both of my medic Paradigm shift from offensive focus to defense and pulling enemies to a single target while I heal, originally I had Commando in rather than Ravager, but I found Ravager in there is better since the enemies are probably already hit with Commando and thus their stagger meter is not falling fast (which was the original reason I had Commando to keep the stagger from falling while it would not also increase). So having the Ravager in slowly pushes things forward or I go all out healing. Then I have the buff and debuff group and the offensive/defensive with Ravager, Commando and Sentinel out there using for those annoying group monsters where you need to hold them on one while the other two unleash.
My final boss Paradigm looked like this.
Medic, Ravager, Commando - Diversity
Ravager, Synergist, Commando
Ravager x2, Commando - Relentless Assault
Saboteur x2, Ravager - Assassination
Ravager, Commando x2
Sixth was unimportant oddly enough.
As you can it was all offensive, even when healing. It was all about getting the stagger up fast and dealing massive amounts of damage. I defaulted to
Ravager, Synergist, Commando because I needed to get buffs but start up the stagger. When I needed healing it I switched and then when back. After everything was safe it was Relentless Assault and once staggered I switched to Assassination and deprotect and deshell (I think stagger increases the success rate of debuffs) and then it was back to Relentless Assault. Once I hit 999% stagger it was Ravager Commando Commando until stagger emptied or I needed healing. Definitely quite different setup.
So after I ran on for a long time, what's your thoughts and layouts.
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