![]() Extract Mana: Same effect as a Mana Distiller item.Extract Power: Same effect as a Power Distiller item.Quick Pockets: Use curative items quickly, without losing a turn.Full Break: All four "Break" effects at once. ![]() Nab Gil: The Mug equivalent of Pilfer Gil.The remake will also include the Eternal Calm short film, a cinematic linking the first and second installments of Final Fantasy 10.Īmong the new abilities transferred over from the International Edition are: Significant alterations from these versions include alternate Expert Sphere Grids, new character Abilities, alternate versions and optional boss battles including the Dark Aeon and super-boss Penance encounters, and new game play areas including FF10-2 Last Mission. In general, the standard is that Tidus gets haste, slow, delay attack, hastega Auron gets the breaks (power, mental, magic break, etc.), guard, and entrust Lulu gets the offensive magic spells, bio, and ends in ultima Rikku gets mug, pilfer gil, and bribe Yuna gets life, cura, the nul spells, protect, curaga, and holy at the end Wakka gets the silence and dark attacks and busters and finishes with triple foul I think and Kimahri gets whatever you give him.The remakes are based on the previously Japan/European exclusive FFX International and FFX-2 International editions. Kimahri doesn’t have a clear path on any of the two grids, so it’s the others that you have to look up abilities for. If you don’t know where a particular ability node is in the expert grid just look up a picture of the full expert grid online too and check where it’s located. The easiest way to do this is looking for a big and clear picture of the standard sphere grid online, checking out where each character starts and what ability nodes are in that path, and then going after those with them in the expert grid. Some of the paths intersect or are not very clear in the expert grid, so you have to look for the route that takes that character to the abilities he/she would get in the normal grid EVEN IF the route doesn’t look as straight-forward in the expert grid. The way to simulate normal sphere grid in the expert one is by knowing what abilities each character was supposed to get in the standard and sending them to the path that also gives them those same abilities. But I don’t really understand the paths of the rest of the characters. I know some of the basics and can almost figure out where to send Lulu and Yuna to make them BLM and WHM. Everyone has over 25 S.lv and I don’t know what to do with them. ![]() I’d really rather not have to restart again, and although I’m only at Kilika I’ve put a lot of hours in. I am not at all an expert on FFX and never beat it back in the day.Ĭan anyone help me figure out how to plan out their routes on expert so it more resembles how they’d go on standard? It was dumb of me but after playing FFXII remake, I thought it’d be more like the Zodiac system in that where new options were available. ![]() I don’t really intend to use alternate builds for the characters and remember when I played it back on PS2 (I have it for Switch now) that I was able to have characters move over anyway mid game. After playing the game for about 10 hours, grinding away and then restarting once I found out about how much AP you can get at the Kilika (sp) Sin battle, I finally looked it up. I chose expert sphere grid without really reading anything into it. I need help using the expert sphere grid to basically go down their original paths in standard grid.
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