Archives June 2022

Starter 2.0 Update and Save Data v2.2

Today, we are launching an update to the official save data that brings a host of changes to generics premade, monsters premade, and competitive starter.

To download the version 2.2 save data go here: https://mega.nz/file/B9k1Vb5L#EM4HYhkgQrDlXoZhFhbaAZJK-CZC90l4EjOIkyPYpT4

Starter 2.0

[Characters]
  • Set each character’s Level and Exp to 99. Each generic character is treated as if they leveled from 1 to 99 as a Squire. Each unique is treated as their special job from Lv. 1 to 99. Please do not Level Down/Up the characters for integrity purposes.
  • All generic characters have their Bravery and Faith set to 60. Please do not modify these values.
  • All unique characters have their starting Bravery and Faith value. Please do not modify these values.
  • Removed all Arithmeticks action abilities from each character. You can still use Arithmetician’s passive abilities and can still use the Arithmetician job but they will not have usable action abilities.
  • Removed Move/Jump +3 from all characters due to map changes.
[Ovelia]
  • Added Ovelia to replace Orlandeau. She has innate Arcane Defense, Defense Boost, and stone immunity.
[Equipment]
  • Removed permanent re-raise gear: Onion Armor, Grand Armor, Brave Suit, Chantage, and Angel Ring.
  • All equipment (weapons, armor, and accessories) have had a global reduction to a maximum of 3.
  • All end-game and specific gear have been either limited to 1, or semi-limited to 2.
[Consumables]
  • All consumables have had a global reduction to a maximum of 10.
  • Elixir has been set to a maximum of 1.
  • Phoenix Down has been set to a maximum of 5.

For integrity purposes, there is a Trello board link with a list of all the “naked” stats of each character in the roster as well as the limited, semi-limited, and consumable and gear limits found here: https://trello.com/b/AB4q4R3R/tactics-league-competitive-starter-20-templates

Monsters Premade 1.1

[Kaiser/Cockatrice]
  • Increased MA from 19 to 24.
  • Comment: This increase was to buff the damage on Featherbomb, which was lacking compared to other ranged abilities but is still less than others to reinforce its melee usage. It will now deal 48 damage un-mitigated.
[Hardthorn/Elder Treant]
  • Increased MA from 15 to 24.
  • Comment: This increase was to buff the damage on Leaf Rain. Hardthorn is a [tank] and its damage is AoE, but it is also underperforming especially when coupled with Leaf Rain having 0 vert. It will now deal 72 damage un-mitigated.
[Rancor/Sehkret]
  • Increased MA from 14 to 24.
  • Comment: This increase was to buff the damage from its Beastmaster ability, Breathe Fire. This ability was underperforming and there was not much reason to try to unlock to use in the first place, even against a fire-weak monster. It will now deal 96 damage un-mitigated.
[Blaze/Grenade]
  • Increased MA from 19 to 24.
  • Comment: This increase was to buff the damage on Flame Attack. It will now deal 72 damage un-mitigated.
[Soulcage/Skeletal Fiend]
  • Increased MA from 21 to 25.
  • Comment: This increase was to buff the damage of its Anima abilities as they were underperforming compared to other ranged attacks. It will now deal 50 damage un-mitigated.

Generics Premade 2.0

[Beowulf]
  • Reduced his maximum MP from 264 to 154 .
  • Comment: This change was to reduce his ability to constantly cast Spellblade abilities; this should give more thoughtful play in using his kit and more counters to him by using abilities that drain MP.

PvP Job Series: Black Mage

As we continue the Tactics PvP Job Series, we will have a look at the viability and the performance of the Black Mage job as the main role in PvP for competitive use.

PvP Performance Statcard

Effectiveness

Rating: 3 out of 5.

Stats

Rating: 3 out of 5.

Overall

Rating: 4 out of 5.

Based on the performance rating, Black Mage is definitely going to be a pick in most teams, especially for formats like Starter, so let’s deep dive into more of that below.

For more information on this job, visit the job link: Black Mage.

Abilities

Black Mage’s Black Magicks kit is focused on damaging magicks with a few dangerous status effects in Toad and Death. Like its restorative counter-part, White Mage, the effectiveness of their magicks are based on the casters and target’s Faith; the more they have, the greater the damage. While we won’t be going over each spell in their arsenal, we will highlight the ones you will likely come across in PvP:

Fire/Blizzard/Thunder and their -ara/-aga variants (actions) – These elemental damaging magicks are good for ranged damage though they do require higher charge time depending on the version used. Depending on the format, some enemies may be weak to certain element-types while either absorbing, halving, or negating others so it is mindful to check the target’s gear beforehand.

Magic Counter (reaction) – Though this requires some prediction picks regarding your opponent, Magic Counter is handy at being a possible check against certain incoming spells, causing the same magic casted at you to be returned back to them (normal conditions still apply, such as having enough MP and doesn’t work while silenced). This reaction can also proc off of magic guns, but does not work against Iaido or Arithmeticks.

Arcane Strength (support) – This passive increases all of your damaging attacks that are considered magical by 33%. This includes things like Iaido and Geomancy. This passive also slightly increases the chance of status effects from magicks such as Toad.

Stats

Stats as a primary job: HP: 75% | MP: 120% | Speed: 100% | PA: 60% | MA: 150% | C-EV: 5 | Move: 3 | Jump: 3

Can equip: Rods, Hats, Clothing, Robes

So why does Black Mage have an overall rating of 4? First, let’s take a look at their primary stats listed above. What gives them such a high rating is their 150% MA. This makes them a very suitable role as a magic damage dealer and having a high base MA makes things like Iaido more potent which they are exceptionally well at with its mixture of damage and support skills. Also, having a 120% MP pool is nothing to scoff at either for sustaining magick casts.

Conclusion

Black Mage is a very versatile magic user with solid options for damage in their own kit and flexibility with other job abilities that center around Magick Attack. Similar to their White Mage counterpart, they are fairly squishy even in clothes, so they best serve from the back-row attacking from ranged.

PvP Job Series: White Mage

As we continue the Tactics PvP Job Series, we will have a look at the viability and the performance of the White Mage job as the main role in PvP for competitive use.

PvP Performance Statcard

Effectiveness

Rating: 3 out of 5.

Stats

Rating: 2.5 out of 5.

Overall

Rating: 3 out of 5.

Based on the above ratings, White Mage is a good option for PvP. But why is that? Let’s look more into the job’s abilities and stats below.

For more information on this job visit the job link: White Mage

Abilities

White Mage’s ability tree, White Magicks, focuses on using curative spells to restore lost HP, remove status effects, improve damage mitigation, and they have a strong damaging ability in Holy. Keep in mind like any other magick, their effectiveness is based on the casters and target’s Faith; the more, the better. We won’t focus on each ability, but we will highlight the ones that will likely be used in PvP a lot:

Cure/Cura/Curaga (action) – The main HP restorative heal White Mages use to keep their allies alive. The higher the Cure, the stronger the heal, but also the longer it takes to charge the magick.

Esuna (action) – Status effects are fairly prominient in PvP, and Esuna does a great job with cleansing most effects that can cripple your units from acting effectively.

Holy (action) – Holy is a damaging spell that is single-target and very strong at what it does. Be careful though as their are gear or accessories that can absorb Holy-elemental damage, causing them to heal from it instead.

Arcane Defense (support) – This passive abilitiy reduces incoming magic-type damage by 33% really handy against Iaido and other forms of damaging magicks.

Stats

Stats as a primary job: HP: 80% | MP: 120% | Speed: 110% | PA: 90% | MA: 110% | C-EV: 10 | Move: 3 | Jump: 3

Can equip: Staves, Shields, Hats, Clothing, Robes

Their stats aren’t anything particularly special, but the most noticeable thing is their Speed and PA. Because of them having 90% PA, White Mages can wield weapons like Zeus Mace and utilize things like Martial Arts or Arts of War (both of which rely on PA). Be cautious doing this, as this will have an effect on the upper-end of your healing with your White Magicks (which focus on MA), and attacking with Zeus Mace uses MA not PA for damage calculations. Overall this is probably not the best idea as they would be squishy in melee range since they can only equip clothing and robes by default. They will probably still function best in the back row, supporting their team.

Conclusion

White Mages are adept at what they do; providing healing and cleanses, and physical and magical mitigation (via Protect and Shell). They serve as a generally good main job when put into the support role and are best suited for back-row play.