(Ps my research was wrong, you only get 4 slots)
Primary Job / Spell Fencer
Secondary Job / Swordmaster
Weapon 1 / Ama-no-Murakumo
Weapon 2 / Blooded Shield
Abilities / Group Cast-All / Auto-Shell
Through the process of trial and error, I learned that Group Cast-All allows Sword Magic to be casted on all allies, so naturally I would say something about this. I should give no reasoning for the
Ama-no-Murakumo, because it is the strongest katana in the game. But why the Blooded Shield? (Besides the fact that it gives the most defense and magical defense out of all shields) It lowers evasion by 100! Well that's the reasoning for Swordmaster, all of it's moves are just a lot of counter attacks. (Also the reason Swordmaster isn't a good pair with Ninja) So if you have lower evasion, this helps. It makes it so that you'll do more damage with just losing a bit of HP. I forgot to talk about Group Cast-All on top of Sword Magic. Group Cast-All allows magic that couldn't hit all targets now be able to do that. For instance, SWORD MAGIC. That means you can apply Drain to everybody's weapons while having only 1 Spell Fencer. So you can make exactly 15 elemental physical attacks in one turn with everyone going Brave and having the Spell Fencer use Insert Sword Magic Here.
This is best paired with everybody being a Ranger Set that I did on day 1.
Bravely Default - Ultimate Combos
Tuesday, April 22, 2014
Friday, April 18, 2014
Special (Literally) Ninja Combo & Another Spiritmaster Combo!
Primary Job / Ninja
Secondary Job / Spell Fencer
Weapon 1 / Raikiri
Weapon 2 / Wonder Rod (But don't equip before a battle! It'll be explained later)
Abilities / Transience / Anti-Magic / Buff Up
(And yes, I now know that towards the end of the game you get 5 slots available instead of 4)
So this is a pretty famous combination, but if you read the title, you'd know where I'm going with this. So in Bravely Default there are special moves, you can customize them to your likings. But this post shows what your special moves should look like. Anyways, you're probably wondering why weapon 2 won't be equipped before battle, this is why. When you equip the Wonder Rod in the middle of a battle, it casts black magic of any kind on a random target. This counts as one magic for your special moves so you'll have to go through 2 turns to get the first special move for rods. HOLD UP!!! Don't use Piercing Bolt, it's Withering Ripple that you want! Know why? Here's why:
Withering Ripple:
Any amount of turns.
Lower Accuracy (To make Transience activate more often)
Stop Res. Down (Will be explained later)
Lightning Res. Down (To take full advantage of Sword Magic and the Raikiri)
So, you know how the first Special move for a Katana is called Moonshadow? Well that will apply the Stop effect to a target, so that means you can even apply Stop to bosses! (Bosses are immune to status inflictions like poison, silence, and in this case, Stop) It also means you don't have to apply the Stop part to this move! So what do you do when your target can't do anything? Set up! It's like that Dark Knight / Performer combo I did once. So you could use one of the Ninja's moves to do help yourself in the battle when he is still Stopped or when he recovers from Stop, or you could use a support move from a different person to get everyone ready to attack.
This Job is best paired with a new Spiritmaster Combo that I'll call:
The Defense Mechanism
Primary Job / Ninja
Secondary Job / Spiritmaster
Weapon 1 / Muramasa
Weapon 2 / Muramasa (Equip both weapons at the beginning of a battle)
Abilities / Hasten World / Katana Lore / Genome Drain / BP Limit Up
The whole purpose of this combo is to just set up while the target is Stopped. But what moves should you use? Well if your target is hit by Withering Ripple but the Special Ninja Combo forgot to use Moonshadow, this thing will use Moonshadow instead! Since Spiritmaster constantly consumes BP, it must Default every single turn! Which means it will get a lot of special moves for the Katana. The reasoning is that you must go Default 5 times in order to use Moonshadow. Also, you always lower the enemy's attack when you equip the Muramasa in a battle, which means you take less damage from physical attacks. Some of you can probably see why I named this the Defense Mechanism. Now when your target is Stopped, now is your time to set up! Just use Adaptation, Shunshin, White Wind (Only use when at full HP, if not then use: Stillness, and Curse. So you get the point now, just do stuff that will help your team defensively by raising the evasion of your Special Ninja so that it'll take less damage and be able to use Transience more often, using Adaptation to recover HP, White Wind to also recover HP, Stillness to not take damage in general, and Curse to lower Physical Attack and Physical Defense. So that's it, I'm Jake and I'll so you next post.
Secondary Job / Spell Fencer
Weapon 1 / Raikiri
Weapon 2 / Wonder Rod (But don't equip before a battle! It'll be explained later)
Abilities / Transience / Anti-Magic / Buff Up
(And yes, I now know that towards the end of the game you get 5 slots available instead of 4)
So this is a pretty famous combination, but if you read the title, you'd know where I'm going with this. So in Bravely Default there are special moves, you can customize them to your likings. But this post shows what your special moves should look like. Anyways, you're probably wondering why weapon 2 won't be equipped before battle, this is why. When you equip the Wonder Rod in the middle of a battle, it casts black magic of any kind on a random target. This counts as one magic for your special moves so you'll have to go through 2 turns to get the first special move for rods. HOLD UP!!! Don't use Piercing Bolt, it's Withering Ripple that you want! Know why? Here's why:
Withering Ripple:
Any amount of turns.
Lower Accuracy (To make Transience activate more often)
Stop Res. Down (Will be explained later)
Lightning Res. Down (To take full advantage of Sword Magic and the Raikiri)
So, you know how the first Special move for a Katana is called Moonshadow? Well that will apply the Stop effect to a target, so that means you can even apply Stop to bosses! (Bosses are immune to status inflictions like poison, silence, and in this case, Stop) It also means you don't have to apply the Stop part to this move! So what do you do when your target can't do anything? Set up! It's like that Dark Knight / Performer combo I did once. So you could use one of the Ninja's moves to do help yourself in the battle when he is still Stopped or when he recovers from Stop, or you could use a support move from a different person to get everyone ready to attack.
This Job is best paired with a new Spiritmaster Combo that I'll call:
The Defense Mechanism
Primary Job / Ninja
Secondary Job / Spiritmaster
Weapon 1 / Muramasa
Weapon 2 / Muramasa (Equip both weapons at the beginning of a battle)
Abilities / Hasten World / Katana Lore / Genome Drain / BP Limit Up
The whole purpose of this combo is to just set up while the target is Stopped. But what moves should you use? Well if your target is hit by Withering Ripple but the Special Ninja Combo forgot to use Moonshadow, this thing will use Moonshadow instead! Since Spiritmaster constantly consumes BP, it must Default every single turn! Which means it will get a lot of special moves for the Katana. The reasoning is that you must go Default 5 times in order to use Moonshadow. Also, you always lower the enemy's attack when you equip the Muramasa in a battle, which means you take less damage from physical attacks. Some of you can probably see why I named this the Defense Mechanism. Now when your target is Stopped, now is your time to set up! Just use Adaptation, Shunshin, White Wind (Only use when at full HP, if not then use: Stillness, and Curse. So you get the point now, just do stuff that will help your team defensively by raising the evasion of your Special Ninja so that it'll take less damage and be able to use Transience more often, using Adaptation to recover HP, White Wind to also recover HP, Stillness to not take damage in general, and Curse to lower Physical Attack and Physical Defense. So that's it, I'm Jake and I'll so you next post.
Sunday, April 13, 2014
Life Draining Monks!
Primary / Monk
Secondary / Thief
Weapon 1 / Thief's Knife
Weapon 2 / Spiked Shield OR Defender
Abilities / Burgle And Buff / Dagger Lore / Steady MP Recovery / Drain Attack Up
Now this strategy is pretty obvious, steal as much a you want. But the reason Monk is here, is because the Monk has a lot of HP, but once he loses his HP, it's kind of difficult to get it back unless you have a support class. But this one either spams attacks, or spams Life Thief. Now at the beginning, you should spam attack or Mug. (the reason I'm saying attack is because the Thief's Knife uses Mug when you attack) But Jake, what if I stole all of my opponent's items!?!? I hear you asking yourself. That's what Life Thief is for! But Jake, what if I run out of MP?!?! It's called Steady MP Recovery, maybe you should try to learn to read. Anyways, for those of you who think it's useless to have Thief and just have White Mage instead to heal that HP, I've got 3 word for you: Burgle And Buff. Burgle And Buff raises your attack when you recover HP with Life Thief or steal items, therefor, increasing your power. I also know that you're wondering why Weapon 2 should be a Spiked Shield or a Defender is because each one is balanced. Swords raise attack but the Defender also raises defense and Shields raise defense but the Spiked Shield also raises attack. So here is a turn:
Turn 1:
Attack Or Use Mug until there are no more items left to steal.
Turn 2:
Life Thief
Life Thief
Life Thief
Life Thief
Now just rinse, wash, and repeat!
Secondary / Thief
Weapon 1 / Thief's Knife
Weapon 2 / Spiked Shield OR Defender
Abilities / Burgle And Buff / Dagger Lore / Steady MP Recovery / Drain Attack Up
Now this strategy is pretty obvious, steal as much a you want. But the reason Monk is here, is because the Monk has a lot of HP, but once he loses his HP, it's kind of difficult to get it back unless you have a support class. But this one either spams attacks, or spams Life Thief. Now at the beginning, you should spam attack or Mug. (the reason I'm saying attack is because the Thief's Knife uses Mug when you attack) But Jake, what if I stole all of my opponent's items!?!? I hear you asking yourself. That's what Life Thief is for! But Jake, what if I run out of MP?!?! It's called Steady MP Recovery, maybe you should try to learn to read. Anyways, for those of you who think it's useless to have Thief and just have White Mage instead to heal that HP, I've got 3 word for you: Burgle And Buff. Burgle And Buff raises your attack when you recover HP with Life Thief or steal items, therefor, increasing your power. I also know that you're wondering why Weapon 2 should be a Spiked Shield or a Defender is because each one is balanced. Swords raise attack but the Defender also raises defense and Shields raise defense but the Spiked Shield also raises attack. So here is a turn:
Turn 1:
Attack Or Use Mug until there are no more items left to steal.
Turn 2:
Life Thief
Life Thief
Life Thief
Life Thief
Now just rinse, wash, and repeat!
Sunday, April 6, 2014
The BP Stocking Spiritmaster Combo
Primary Job / Spiritmaster
Secondary / White Mage
Weapon 1 / Gale Staff
Weapon 2 / Air Knife
Abilities / Revival / White Knight / Rise From Dead
Finally, a combination that makes sense! But it's used in a different way. Due to the Spiritmaster's MASSIVE consumption of BP, he really can't pull off most things, which brings me to another difficulty, KO. Everyone knows that it's important to keep your support class alive, but thanks to Spiritmaster, most of his best support moves can't be pulled off; resulting in death. Those are all the reasons it is a good idea to have this combination of abilities. Revival allows you to have 2 BP when at 20% health or lower. White Knight makes it so that when you are at 20% or lower health, the person your team that has the highest health will take the damage for you. Now if you died, no problem! Just wait for Rise From Dead to activate and all of those other abilities will activate too, since you're at 20% health or something. All of this helps you get off the Spiritmaster's moves, or if you just want to get less complicated you can replace Revival with Hasten World. The reason the weapons are all wind weapons is to power up the White Mage's Aero. Also this can work as a great Valkyrie combo too, since Valkyrie eats up BP almost immediately. So here is the get ready turn:
Revival:
Aero OR Attack
Aero OR Attack
Aero OR Attack
Aero OR Attack
(Do this until Revival kicks in, when Revival kicks in, go nuts with the Support Moves)
Hasten World:
Turn 1:
Default
Turn 2:
Spiritmaster Move
White Mage Move
Secondary / White Mage
Weapon 1 / Gale Staff
Weapon 2 / Air Knife
Abilities / Revival / White Knight / Rise From Dead
Finally, a combination that makes sense! But it's used in a different way. Due to the Spiritmaster's MASSIVE consumption of BP, he really can't pull off most things, which brings me to another difficulty, KO. Everyone knows that it's important to keep your support class alive, but thanks to Spiritmaster, most of his best support moves can't be pulled off; resulting in death. Those are all the reasons it is a good idea to have this combination of abilities. Revival allows you to have 2 BP when at 20% health or lower. White Knight makes it so that when you are at 20% or lower health, the person your team that has the highest health will take the damage for you. Now if you died, no problem! Just wait for Rise From Dead to activate and all of those other abilities will activate too, since you're at 20% health or something. All of this helps you get off the Spiritmaster's moves, or if you just want to get less complicated you can replace Revival with Hasten World. The reason the weapons are all wind weapons is to power up the White Mage's Aero. Also this can work as a great Valkyrie combo too, since Valkyrie eats up BP almost immediately. So here is the get ready turn:
Revival:
Aero OR Attack
Aero OR Attack
Aero OR Attack
Aero OR Attack
(Do this until Revival kicks in, when Revival kicks in, go nuts with the Support Moves)
Hasten World:
Turn 1:
Default
Turn 2:
Spiritmaster Move
White Mage Move
Saturday, April 5, 2014
A Physical Tank Combo
Primary Job / Knight
Secondary Job / Pirate
Weapon 1 / Blessed Shield
Weapon 2 / Iceflame Shield
Abilities / Dual Shields / Genome Drain / Rise From Dead / Exterminate
Now this is also an odd combination, but stick with me! Anyways, the point of this is to take as many hits as possible, so that your allies can set up. Just use Provoke (Because your part Pirate) so that enemies will target you more often. As I mentioned last upload, the Blessed Shield allows you to use Cura, and the Iceflame Shield makes you immune to Water and Fire! Also the Genome Drain Abilities allow you to still do damage, but it is magical instead of physical. Plus, the bad part is, you can't use regular attacks, so your going to have to stick with your abilities. So I've got a good set of turns:
Turn 1:
Provoke
Healing Turn:
Cura
Magical Attack Turn:
Genome Ability
Physical Attack Turn:
Knight Or Pirate Ability
Secondary Job / Pirate
Weapon 1 / Blessed Shield
Weapon 2 / Iceflame Shield
Abilities / Dual Shields / Genome Drain / Rise From Dead / Exterminate
Now this is also an odd combination, but stick with me! Anyways, the point of this is to take as many hits as possible, so that your allies can set up. Just use Provoke (Because your part Pirate) so that enemies will target you more often. As I mentioned last upload, the Blessed Shield allows you to use Cura, and the Iceflame Shield makes you immune to Water and Fire! Also the Genome Drain Abilities allow you to still do damage, but it is magical instead of physical. Plus, the bad part is, you can't use regular attacks, so your going to have to stick with your abilities. So I've got a good set of turns:
Turn 1:
Provoke
Healing Turn:
Cura
Magical Attack Turn:
Genome Ability
Physical Attack Turn:
Knight Or Pirate Ability
Tuesday, April 1, 2014
Amazing Pirates That Control Time!
(PS I'm not doing armor anymore)
Primary Job / Time Mage
Secondary Job / Pirate
Weapon 1 / Frenzy Dagger
Weapon 2 / Blessed Shield
Abilities / Hasten World / Firewall / Dagger Lore
Yet another odd combination which is also good. So, the Frenzy Dagger can activate Berserk without you using that move. Also, the Blessed Shield and Time Mage part of this allow him to become both a support class and physical attacker. Hasten World also allows the Pirate part of this to use stuff like Torrent or two Mass Attacks with just one turn of going default, it also helps out others. Firewall allows him to take damage and attack that person with Fire damage, so that he can attack while being default. Oh yeah, I almost forgot, Berserk is basically where you're locked into using basic attacks, but all damage is increased by 50%. Also, the reason the Blessed Shield helps him become a support job is because it allows the wielder to cast Cura. Now I don't know what would be a good turn because pretty much everything this guy can do is good. So that last part is up to you, my fellow bloggers. See you tomorrow!
Primary Job / Time Mage
Secondary Job / Pirate
Weapon 1 / Frenzy Dagger
Weapon 2 / Blessed Shield
Abilities / Hasten World / Firewall / Dagger Lore
Yet another odd combination which is also good. So, the Frenzy Dagger can activate Berserk without you using that move. Also, the Blessed Shield and Time Mage part of this allow him to become both a support class and physical attacker. Hasten World also allows the Pirate part of this to use stuff like Torrent or two Mass Attacks with just one turn of going default, it also helps out others. Firewall allows him to take damage and attack that person with Fire damage, so that he can attack while being default. Oh yeah, I almost forgot, Berserk is basically where you're locked into using basic attacks, but all damage is increased by 50%. Also, the reason the Blessed Shield helps him become a support job is because it allows the wielder to cast Cura. Now I don't know what would be a good turn because pretty much everything this guy can do is good. So that last part is up to you, my fellow bloggers. See you tomorrow!
Amazing Dark Knight Combo
Primary Job / Dark Knight
Secondary Job / Performer (I'll explain later)
Weapon / Night Emperor OR Blood Blade
Head / Ribbon
Torso / Kenpo Gi
Accessory / Reflect Ring
Abilities / Save Singing MP / BP Recovery / Adrenaline
So I know I've been saying extremely odd combinations of jobs no one would even THINK to do. But this one is amazing too! So, the goal of this set is too set Charm to an enemy, if you have the Night Emperor, and then set up with singing moves while he can't do anything. But the other version is when you have the Blood Blade. If you have the Blood Blade, then use ONLY Love Rush and Love Power on the first turn, then wreck shop. So here are the turns:
Night Emperor:
Attack until he is charmed.
THEN:
Love Rush
Love Power
Little Devil
Got Your
Back
Attack when target is uncharmed.
Blood Blade:
Attack like crazy after the first turn.
Also there will be another one. today
Secondary Job / Performer (I'll explain later)
Weapon / Night Emperor OR Blood Blade
Head / Ribbon
Torso / Kenpo Gi
Accessory / Reflect Ring
Abilities / Save Singing MP / BP Recovery / Adrenaline
So I know I've been saying extremely odd combinations of jobs no one would even THINK to do. But this one is amazing too! So, the goal of this set is too set Charm to an enemy, if you have the Night Emperor, and then set up with singing moves while he can't do anything. But the other version is when you have the Blood Blade. If you have the Blood Blade, then use ONLY Love Rush and Love Power on the first turn, then wreck shop. So here are the turns:
Night Emperor:
Attack until he is charmed.
THEN:
Love Rush
Love Power
Little Devil
Got Your
Back
Attack when target is uncharmed.
Blood Blade:
Attack like crazy after the first turn.
Also there will be another one. today
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