You can easily give him Cure + Mitigation/Dancer skill, and have another White Mage in your party casting Dia so it's not a huge problem. The biggest issue with Mog as a White Mage is that he doesn't have the best stats for using Dia spells until he gets to level 60+, which is a problem if you like giving your White Mage an offensive skill. A tanky character who can be effectively used as a healer is one thing, but also having Dancer 5 which is essentially equivalent to Support 5 (once we get more Dance skills) and is very useful considering the only Dancers we have right now are Lenna and Tyro. When Mog was first released he was probably Kimahri tier shots fired but since his buffs and his recent MC, he's become a very solid character. He doesn't have a MC2 yet in the Japanese version, while several other White Mages do. Not a huge problem now, but he doesn't have 5^ White Magic so he can't use whatever 5 or even 6* White Magic spells we may get in the future. His default SB is terrible so you're going to want to try and replace it with a shared or unique SB asap. He has two very good unique 5* Soulbreaks, and if you have either of them it’s a very good reason to use him in your party.Įven though he can heal pretty well and cast mitigation/support skills perfectly fine, if you're using a Dia spell his damage output will be significantly weaker than s character with higher MND. One of the few characters who has 5* Dance, and later on we get some extremely good Dance skills that work very well with Mog’s entire kit. You're probably not going to be equipping Jump on Mog very often, however it is useful in boss fights against the various Bahamuts we fight and other bosses similar to that.ģ* Black Magic lets him use status effect spells, except for Break and Death, which can be useful in some situations. Hats and Robes are good for boosting his RES and MND, and is great on Mog because his base DEF is higher than a lot of other mages, though his RES and MND are a bit lower.Ĭure spells aren’t as dependant on MND as other skill types like Black Magic or Basic Attacks are dependant on their respective stats (especially if you’re starting to use 4* Curaja), so Mog’s low MND isn’t that huge of a deal in terms of healing. Rods and Staffs give him the two most common mage weapons and he also has Spears if you have his unique weapon. His equipment selection is quite good overall. He has excellent stat growth, actually the highest MND growth in the game if I’m not mistaken which helps remedy the pretty low (compared to other WHMs) MND he has prior to level 50. In the future, Beatrix and Agrias (AND P.CECIL) do beat him in tankiness however unlike Mog, none of the Knights can really be used as an effective White Mage outside of just casting status effect/mitigation spells. Right off the bat, Mog is the tankiest White Mage we currently have. (ATK & MAG -50% for 25 secs) | Sunbath - Grant heavy Regen to all allies and raise their ATK. (1.5x physical damage) | Heroic Harmony - Lower Attack and Magic of all targets. Soulbreak: Leaf Swirl -Deal physical damage to all targets. CharacterĮquipment: Dagger, Spear, Rod, Staff | Shield, Hat, Light Armor, Robe, BracerĪbilities: Dancer 5*, White Magic 4*, Black Magic 3*, Dragoon 2* The following are his important stats at level 65 compared to other similar characters. Mog is a very unique character, however he is best played as a back row White Mage and Dancer. No Qus were harmed in the making of this subreddit. Interested in streaming? Click here! Date The better they designed it originally the easier it should be to change, but this very much suggests it is poorly designed spaghetti code.Weekly Megathread | | | May Updates □ Depending how how well they designed and coded everything in the first place is also a major factor. The other big thing is if there are different versions of the battle engine or more likely battles scripts that may have things that were used long ago that have been re-coded or changed over time but now you have to go through testing to make sure they still work because old fights still exist. I am not a data miner but off the top of my head I can think of these: w-casts, double casts, chases, counter attacks, interrupts, animations that remove inputs, status effects, enemy transitions on phases changes or multiple targets when 1+ but not all die, buff durations and auto effects like sap/rengenga, reraise, last stand, blinks, different game speeds, and which battles it applies to. Seems easy but it isn't, from a coding perspective you now have account for a lot of different factors and how they interact with the UI.
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