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rdfs:label
  • Tinker (Tactics A2)
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  • Although they are risky, the Tinker's stat growth is superb, having high HP, Attack, and Defense, average Speed and Magick, but with perfect Resistance, only severely lacking in MP. Tinkers are best used only when the situation calls for one, or at the start of a battle, when the game can be reset if the desired effect does not occur. The head of the research team at Goug is a Tinker.
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dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
abstract
  • Although they are risky, the Tinker's stat growth is superb, having high HP, Attack, and Defense, average Speed and Magick, but with perfect Resistance, only severely lacking in MP. Tinkers are best used only when the situation calls for one, or at the start of a battle, when the game can be reset if the desired effect does not occur. There are ways to make Tinkers more useful. One solution is to equip the entire party with items, which make them immune to a certain status effects, then use an ability which causes it freely so even if the ailment is cast on allies, none will be affected. If an enemy party is aided by a beneficial spell, as opposed to the player's team, Blue Screw is useful in removing the status from the enemies. One can use the Blue Mage's ability Roar to remove buffs given to the enemy, and can use the Summoner's ability Unicorn to remove debuffs. Tinkers are considered to be the game's worst job especially due to the mission "Time to act", where the Tinker will almost always Haste the enemy with Red Spring, usually allowing the enemy an immediate kill on a moogle unit, failing the mission. However, in a mission like "Clean the Ship Deck" that has no Mimic or the Luck Trial, Red Spring and etc. will always be positive toward the player's party. The head of the research team at Goug is a Tinker.