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rdfs:label
  • Alchemist (Tactics A2)
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  • The Alchemy moveset seems supportive, as only Protometeor, which deals non-elemental damage in a five-tile area, serves as a reliable source of damage. Flare is also a reliable spell, but requires two turns to cast (without Halve MP or the MP Efficiency/MP Channeling clan privileges), and the Death spell has been transferred to the Arcanist.
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dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
abstract
  • The Alchemy moveset seems supportive, as only Protometeor, which deals non-elemental damage in a five-tile area, serves as a reliable source of damage. Flare is also a reliable spell, but requires two turns to cast (without Halve MP or the MP Efficiency/MP Channeling clan privileges), and the Death spell has been transferred to the Arcanist. Aside from his normal abilities, an Alchemist can always use items, regardless of his secondary Ability slot, as he is endowed with an unique third A-Slot locked to Items, making Item Lore a good support ability choice. To access this job, a nu mou must have learned two Illusionist abilities. Alchemists cannot learn any reaction abilities. A good strategy is to learn the reaction ability Critical: Quicken from the Time Mage and then change to an Alchemist, since then whenever their HP become critically low they could use an X-Potion, restoring their health. This tactic can be used whenever the Alchemist reaches HP Critical, practically granting them infinite HP, with the notable exception of finishing maneuvers while they are slightly above Critical, or OHKO's.