All posts by Tactics League

PvP Job Series: Chemist

As we continue the Tactics PvP Job Series, today we will be discussing the merits of Chemist as a primary job in PvP and outline their abilities and functions for competitive use.

PvP Performance Statcard

Effectiveness

Rating: 3 out of 5.

Stats

Rating: 1 out of 5.

Overall

Rating: 2.5 out of 5.

Chemists can be fairly decent in PvP as highlighted above. Probably not the best option for high-level play, but they do bring a few things to the table which we will highlight more below.

For more information about this job, visit the job link: Chemist.

Abilities

Chemists’ biggest advantages in PvP are being able to equip guns and having an innate ability to Throw Items. Guns excel at having a far range to deal damage and with their magic variant you can possibly cast higher-level magic of that weapon’s type (such as Blaze Gun having a 30% chance to cast Fira, or a 10% chance to cast Firaga). With that being said, there are a few other abilities we should highlight:

Throw Items (built-in due to job) – Throw Items allows the Chemist to toss restorative consumables to allies within 4 tiles. This can be very handy in getting X-Potions, Remedies, or Phoenix Down usage without having to be directly in battle.

Safeguard (support) – This ability protects equipped gear from being destroyed by Arts of War or stolen via Steal or Piracy. This is a great support ability for builds that are reliant on weapons to use their abilities, such as Dark Knight or Cloud’s Limit command without fear of the gear being removed.

Auto-Potion (reaction) – Though there are probably better reaction abilities to slot, Auto-Potion is a notable one when coupled with high Bravery as the higher the Bravery of the character, the higher the chance they will consume the weakest potion available after taking damage. You can manipulate this by carry only X-Potions in your inventory so that when you proc this reaction, you will heal for 150 each time!

Stats

Stats as a primary job: HP: 80% | MP: 75% | Speed: 100% | PA: 75% | MA: 80% | C-EV: 5 | Move: 3 | Jump: 3

Can equip: Knives, Guns, Hats, Clothing

As a starter job, Chemist isn’t going to be an ideal main job for PvP. Their stats don’t offer much to work with, but their Speed is decent while you progress towards the advanced jobs, such as Ninja.

Conclusion

Similar to its other base job counter-part in Squire, Chemists aren’t an ideal main job to bring in most PvP matches. However, they do offer some flexibility with having innate Throw Items and can equip guns so they may find some niche uses as a primary job on the team. They only have 3 Move and 3 Jump so they will need investment in those areas to not fall behind the group, but they can make up for that by having access to ranged options in their kit.

PvP Jobs Series: Squire

With the introduction of the Tactics PvP Job Series, our focus will be on discussing the merits of different jobs in a competitive environment. In this article, we will start on the role of Squire in PvP as a primary job and outline their abilities and functions for competitive use.

PvP Performance Statcard

Effectiveness

Rating: 1 out of 5.

Stats

Rating: 1 out of 5.

Overall

Rating: 1 out of 5.

As you can tell from the ratings, Squires isn’t the best pick for competitive play but let’s dive further into why that is the case.

With each passing turn in PvP being ever-important, the Fundaments ability tree leaves little to be desired in bringing you one step closer to victory. We will go into more detail below.

For more information about this job, visit the job link: Squire.

Abilities

The Fundaments ability tree only has a few options that are primarily useful for PvP scenarios. Instead of listing each one and doing a breakdown, we will go over the ones that are likely to be usable.

Focus (action) – This ability increases the character’s Physical Attack by 1. This is very good for physical-based builds and is especially good for the pre-engagement phase (the time it takes to actually start dealing damage to your opponent) to build up your power to ensure you are going to deliver moderate to high damage once you do start engagement.

Rush/Stone (action) – One particular reason to use these abilities is to knock a friendly out of either confuse, charm, or sleep statuses since they require to take damage and these abilities scale poorly with damage. Stone is useful for that regard since it can be thrown at range whereas Rush can potentially move a unit into poor positioning.

Defend (support) – Instead of using the Wait command to end the unit’s turn, it is better to use Defend if you have it slotted to get less Charge Turn gauge penalty and to also double their evasion rates until their next turn. This in general isn’t the best support abilty to slot especially with only one slot, but it can be handy if factoring other sources of evasion.

As you can see, Focus is likely going to get the most use out of the Fundaments ability tree, and that is likely not worth sacrificing an Action ability slot for even using Fundaments in the first place unless you are catering to an off-meta style set up.

Stats

Stats as a primary job: HP: 100% | MP: 75% | Speed: 100% | PA: 90% | MA: 80% | C-EV: 5 | Move: 4 | Jump: 3

Can equip: Swords, Knives, Axes, Flails, Hats, Clothing

As it is a starter job, Squire isn’t going to be an ideal main with it not having any notable stat values. Having a Class Evasion (C-EV) of 5 is very little flexibility to invest in their evasiveness, but they do have a 4 Move enabling them to get around the map quicker. At best, they can probably be used for utilizing their range of Swords, Knives, Axes, and Flails but that can only go so far too.

Conclusion

Squires in PvP are not ideal for most scenarios, especially when playing with free-play scenarios like the Starter format. As a base job, they serve primarily in helping unlock other jobs for later use in the game, but they do not bring much to the table in competitive formats.

Tactics League Formats

Tactics League has 2 main official formats: premade and starter. The premade formats are split into 3 different types:

Premades:
These various formats are designed builds catered to three different roles: damage, tank, and support.

● Generic – A roster that consists mostly of generic units with the choice to select 1 unique unit for your party.
To view the roster: generics premade

● Uniques – A roster that consists only of unique units that composes your party of five.
To view the roster: uniques premade

● Monsters – A roster that consists only of monsters and 4 “unique” Tamer units to unlock their hidden monster abilities.
To view the roster: monsters premade

Starter:
The second format type is the starter format. The starter format allows for theory-crafting and team-crafting freedom which is what Tactics is designed for while having some limitations to create some balance for the sake of Player vs. Player.

If interested in downloading the official save data that host these formats, go here: Download