Top Ten Worst FFTA2 Abilities!
10 years ago
General
This is a message from your friendly neighborhood Nomcario, so pay attention: You might actually hear something of relative interest!
Ey look, it's a sequel! >.> No really it is. After making the Worst FFTA Abilities list I figured I might as well go over what the worst of its sequel had. There's gonna be a few considerable changes, because some abilities were changed for the better, while others have actually gotten notably worse.
Same thing as before: 1. MY opinion, not YOURS. 2. If anyone's played the game as much as I have, since I did a fairly recent 100% runthrough, my first 100% run btw, they might say something's worse. just keep in mind the first part and we're good.
With that out of the way? Welcome to the FurryShapeshifter's Top Ten Worst FFTA2: Grimoire of the Rift Abilities! And holy balls that game title is long, be glad I shortened it. On a side note, new to FFTA2 are the Seeq and Gria race, which have 4 classes each to their name, so some of their abilities will be on here. Anyways..
First of all! Some honorable mentions!
Steal: Gil, Mug, Pickpocket, and Wallet Shot/Aim: Wallet - Pickpocket comes from the Seeq's Viking job class but it's the same as all the others. and while the other 3 were crap in FFTA, here they can steal up to several THOUSAND gil at any given time.
Elementalshift - This ability was removed for a much better spell for the Viera's Elementalist class: Thunderous Roar, which is a nice lightning-elemental spell that can also cause silence. something which is the bane of any spellcaster.
Acid, Goblin Punch, Level ? Shadow Flare, Magic/Magick hammer, and Blowup/Self-Destruct - The first three abilities, once blue mage usable, are no longer blue magicks, as for the latter two, magick hammer's still the same old thing, and blowup's gotten a little better for self-sacrificial damage. You still need auto-raise/auto-life though.
Take Aim, Blitz, and Featherblow - While they're still low-damage moves, evasion's become quite the bitch in A2, and you need all the accuracy you can get, especially if the enemy's on critical HP.
Roundhouse, Wild Swing, Swallowtail, Furore and Sweeping Spin - Sweeping Spin from the Gria's Ravager class is still the same as the first three, but they're more usable as enemies tend to have more aggravating Reaction Abilities as the game goes on, Furore from the Seeq Berserker class is also the same, but it has the added effect of knockback, which is very nice.
Throw and Monkey Grip - I said in my last list neither of these were really that useful, but in FFTA2 they've gotten a bit of an upgrade. Throw is actually nice if you've got a stock of very sharp weapons, in my case I have 99 Kunai on me at all times =P And MG is actually decent to work with the Gria's Raptor Class, as they can equip shields and one of their abilities uses it.
All Control/Beast Lore Abilities - Once again I would've put one on here, but the Beastmaster got a huge buff in that you don't need to spend a turn trying to control the monster you want. just get yourself 2 squares away and you get a guaranteed monster skill off, much better for blue magick ability grinding.
Gauge/Sensor - I was very, VERY close to putting this on the list, in FFTA it sensed hidden equipment on your enemies, useful for stealing rare weapons you can't get until late game. In FFTA2 however, it was made quite shite, only sensing the target's LV1 loot items, and yes, loot's a part of this game just like FFXII, decent early on, but sucks egg in the late game.
and lastly, Judge and Judge Sword - Both abilities were removed entirely as the Judge Point system is no longer in place in this game, and Judgemaster Cid does not make a return appearance, as A2's story takes place many years after the events of FFTA.
That's all for the honorable mentions so let's dive into this freight train of shit.
And first in the #10 spot we have the White Mage's Raise/Life spell. Le Gasp! Am I speaking.. BLASPHEMY?! Yes and no. Yes I realize I'm putting the healer class's resurrection spell on here, no I am not because it was considerably nerfed in FFTA2..
Whereas in FFTA it revived your KO'd units at half health, here they're brought back in HP Critical, in other words? LOW HEALTH. And while I could put Re-raise/auto-life on here too, they only take effect after your units die. If you're gonna outright revive? Use Arise/Full Life, it'll save you a lot of headaches.. and make sure your White Mage has Halve MP, mana's a bitch in FFTA2 to get without certain Clan Privileges!
Where'd the Limelight go? Oh right it was stolen by the #9 entry, Steal: Limelight. New to FFTA2 is the Smash Gauge. Where as you do damage and kill enemies, it fills over time. Necessary if you want to summon Scions using their respective special item.
Here's the problem: Stealing has been nerfed quite a bit in this game, usually with a 50% chance if the enemy doesn't have any evade, but drops if they have even a few points. and since you're building your gauge up anyway? Why bother with this atrocity of a stealing command.
Bashing up into the #8 spot we have the Gria Raptor's Shield Bash. True to its name, this ability -requires- a shield in order to use. hence having Monkey Grip for support so you can use a 2-handed sword in addition to a shield. How it works is you strike the target with the shield and knock them back. It also says in its description it has a chance to disable the target.
Knockback and Disable but no damage? Boooooooo! I've never seen the disable proc either. And you know the fun part? one NPC Gria, Mayhew, loves to spam this for no reason whatsoever other than to make me facepalm and say "WHY." If you want to disable a target, use Arm Shot or Dagger toss, and as for Knockback? Rush is better for that shit.
Making a tossing return into the #7 spot we have the Moogle Juggler's Gil Toss. Now I said in my last list this ability was almost ENTIRELY useless, only 30 damage for dropping 30 gil. Thankfully it's been changed to be a bit better. un-thankfully it's not a very good change.. You choose between 10, 100, 1,000, and 10,000 gil to toss, doing more damage each increase.
Problem: Its accuracy has gotten quite shite, even Concentrate won't help it too far and still, do you really wanna blow 10K on an ability that might not even hit? I know I sure don't, hence why I never use it. I only learned it for my Moogle Knight/Juggler in order to Master the Juggler class.
Convincing itself back in for the #6 slot is the Hume Paladin's Parley and Bangaa Dragoon's Wyrmtamer abilities. Now immediately you'll notice Oust is not on here, and with good reason. Oust has gotten considerably better for getting rid of low-health enemies, ESPECIALLY undead ones.
Parley and Wyrmtamer on the other hand.. are still not worth it, they are very much shit, you're better off killing the enemy non-monsters and enemy drakes/dragons than trying to make them leave. they don't even drop loot if they do, they just nope out of there. Utter garbage save for Oust.
Whereas dodging regular attacks with Reflex is great for just about any situation, only one attack isn't deflected, but that's okay! #5's entry: the Reaction Ability Archer's Bane has it covered! . . .Too bad it ONLY blocks regular bow and greatbow attacks and not abilities! Yaaaay.. This ability was pretty damn epic in FFTA, but when TA2 came out it was nerfed to only block arrow attacks and nothing else.
What's that? First Reaction Ability? Why yes it is~ For those that remember my last list, you might know what's coming but you know what, let's save that for later, huh? Good? Alright good, but seriously, don't use Archer's Bane, there are far better R-Abilities out there. Speaking of which...
In the #4 spot we have the MP Shield/Damage > MP Reaction Ability - Hohohoh boy did THIS THING GET NERFED. Whereas in FFTA it was ungodly broken as long as you had even 1MP. Here? MP Shield not so useful and with a very good reason.
In FFTA2, MP Shield only blocks damage calculating for what MP you have, let's say you have 40, and the enemy attacks to deal 120 damage. now 40 of that is taken off by the shield, but where's that leave the 80? It's dealt out to your HP. Henceforth it has gone from ungodly broken to ungodly AWFUL.
How I wish this Support/Passive Ability wasn't a thing.. at #3 we have the Black Mage's Geomancy. I already gave my thoughts on it in my first list, but lemme state again for the record that this ability sucks egg, and I gave my reasons why but I'll do it again by god damn.
Geomancy lowers the elemental resistance targets have to certain magick elements, like if they're strong against ice, blizzard magic does more, if they're immune they take some damage, and if they absorb it, you'll do 0 damage. and if they're weak.. Well at that point there's no reason for it, still sucks dick and it won't get better.. Like, EVER.
Bypassing that fandango is the ENTIRETY of Ability sets that is the #2 set, the new Chocobo Knight class for the adorable Moogles, complete with handmade Chocobo hat. Why is this whole class garbage? Because until you mount a Chocobo you're stuck with no primary abilities, having to rely on secondary job sets.
And after you get on the Chocobo? You lose the ability to use any other abilities, all of the Moogle's efforts are focused on controlling his wild mount. It's ridiculous! If you wanna use a Chocobo Knight, make sure you pick a good one, like a red or a black chocobo. On a side note, yes there are Chocobos in the game that aren't part of the Animist's Chocobo Rush attack.
A lot of you probably saw this coming, some of you may have thought "He's not gonna make 'that' the same #1 twice in a row.." Welp to those thinking that? You are WROOOOONG! Because hey guess what! #1 is the last list's Worst Ability Ever! thaaat's riiiight, it's the Defender's Last/Critical: Berserk! And it's still as horrendous and terrible as ever.
For those that've forgotten, Last Berserk, or Critical: Berserk as it's known in this game, puts your bangaa into an enraged state with heightened attack power, but ALL they will do is attack and suicide themselves, not even caring to heal up, which is COMMON FREAKING SENSE! Who made this ability?! Who thought it was good enough to put in both games?! I'd like to slap the shit out of that guy! At least some enemies are stupid enough to have it, but COME ON!
This has been the FurryShapeshifter, and no matter what the name, Last/Critical: Berserk is still hands-down, the WORST. FFTA2 ABILITY. EVER.
Thanks for reading and have a good day.
Same thing as before: 1. MY opinion, not YOURS. 2. If anyone's played the game as much as I have, since I did a fairly recent 100% runthrough, my first 100% run btw, they might say something's worse. just keep in mind the first part and we're good.
With that out of the way? Welcome to the FurryShapeshifter's Top Ten Worst FFTA2: Grimoire of the Rift Abilities! And holy balls that game title is long, be glad I shortened it. On a side note, new to FFTA2 are the Seeq and Gria race, which have 4 classes each to their name, so some of their abilities will be on here. Anyways..
First of all! Some honorable mentions!
Steal: Gil, Mug, Pickpocket, and Wallet Shot/Aim: Wallet - Pickpocket comes from the Seeq's Viking job class but it's the same as all the others. and while the other 3 were crap in FFTA, here they can steal up to several THOUSAND gil at any given time.
Elementalshift - This ability was removed for a much better spell for the Viera's Elementalist class: Thunderous Roar, which is a nice lightning-elemental spell that can also cause silence. something which is the bane of any spellcaster.
Acid, Goblin Punch, Level ? Shadow Flare, Magic/Magick hammer, and Blowup/Self-Destruct - The first three abilities, once blue mage usable, are no longer blue magicks, as for the latter two, magick hammer's still the same old thing, and blowup's gotten a little better for self-sacrificial damage. You still need auto-raise/auto-life though.
Take Aim, Blitz, and Featherblow - While they're still low-damage moves, evasion's become quite the bitch in A2, and you need all the accuracy you can get, especially if the enemy's on critical HP.
Roundhouse, Wild Swing, Swallowtail, Furore and Sweeping Spin - Sweeping Spin from the Gria's Ravager class is still the same as the first three, but they're more usable as enemies tend to have more aggravating Reaction Abilities as the game goes on, Furore from the Seeq Berserker class is also the same, but it has the added effect of knockback, which is very nice.
Throw and Monkey Grip - I said in my last list neither of these were really that useful, but in FFTA2 they've gotten a bit of an upgrade. Throw is actually nice if you've got a stock of very sharp weapons, in my case I have 99 Kunai on me at all times =P And MG is actually decent to work with the Gria's Raptor Class, as they can equip shields and one of their abilities uses it.
All Control/Beast Lore Abilities - Once again I would've put one on here, but the Beastmaster got a huge buff in that you don't need to spend a turn trying to control the monster you want. just get yourself 2 squares away and you get a guaranteed monster skill off, much better for blue magick ability grinding.
Gauge/Sensor - I was very, VERY close to putting this on the list, in FFTA it sensed hidden equipment on your enemies, useful for stealing rare weapons you can't get until late game. In FFTA2 however, it was made quite shite, only sensing the target's LV1 loot items, and yes, loot's a part of this game just like FFXII, decent early on, but sucks egg in the late game.
and lastly, Judge and Judge Sword - Both abilities were removed entirely as the Judge Point system is no longer in place in this game, and Judgemaster Cid does not make a return appearance, as A2's story takes place many years after the events of FFTA.
That's all for the honorable mentions so let's dive into this freight train of shit.
And first in the #10 spot we have the White Mage's Raise/Life spell. Le Gasp! Am I speaking.. BLASPHEMY?! Yes and no. Yes I realize I'm putting the healer class's resurrection spell on here, no I am not because it was considerably nerfed in FFTA2..
Whereas in FFTA it revived your KO'd units at half health, here they're brought back in HP Critical, in other words? LOW HEALTH. And while I could put Re-raise/auto-life on here too, they only take effect after your units die. If you're gonna outright revive? Use Arise/Full Life, it'll save you a lot of headaches.. and make sure your White Mage has Halve MP, mana's a bitch in FFTA2 to get without certain Clan Privileges!
Where'd the Limelight go? Oh right it was stolen by the #9 entry, Steal: Limelight. New to FFTA2 is the Smash Gauge. Where as you do damage and kill enemies, it fills over time. Necessary if you want to summon Scions using their respective special item.
Here's the problem: Stealing has been nerfed quite a bit in this game, usually with a 50% chance if the enemy doesn't have any evade, but drops if they have even a few points. and since you're building your gauge up anyway? Why bother with this atrocity of a stealing command.
Bashing up into the #8 spot we have the Gria Raptor's Shield Bash. True to its name, this ability -requires- a shield in order to use. hence having Monkey Grip for support so you can use a 2-handed sword in addition to a shield. How it works is you strike the target with the shield and knock them back. It also says in its description it has a chance to disable the target.
Knockback and Disable but no damage? Boooooooo! I've never seen the disable proc either. And you know the fun part? one NPC Gria, Mayhew, loves to spam this for no reason whatsoever other than to make me facepalm and say "WHY." If you want to disable a target, use Arm Shot or Dagger toss, and as for Knockback? Rush is better for that shit.
Making a tossing return into the #7 spot we have the Moogle Juggler's Gil Toss. Now I said in my last list this ability was almost ENTIRELY useless, only 30 damage for dropping 30 gil. Thankfully it's been changed to be a bit better. un-thankfully it's not a very good change.. You choose between 10, 100, 1,000, and 10,000 gil to toss, doing more damage each increase.
Problem: Its accuracy has gotten quite shite, even Concentrate won't help it too far and still, do you really wanna blow 10K on an ability that might not even hit? I know I sure don't, hence why I never use it. I only learned it for my Moogle Knight/Juggler in order to Master the Juggler class.
Convincing itself back in for the #6 slot is the Hume Paladin's Parley and Bangaa Dragoon's Wyrmtamer abilities. Now immediately you'll notice Oust is not on here, and with good reason. Oust has gotten considerably better for getting rid of low-health enemies, ESPECIALLY undead ones.
Parley and Wyrmtamer on the other hand.. are still not worth it, they are very much shit, you're better off killing the enemy non-monsters and enemy drakes/dragons than trying to make them leave. they don't even drop loot if they do, they just nope out of there. Utter garbage save for Oust.
Whereas dodging regular attacks with Reflex is great for just about any situation, only one attack isn't deflected, but that's okay! #5's entry: the Reaction Ability Archer's Bane has it covered! . . .Too bad it ONLY blocks regular bow and greatbow attacks and not abilities! Yaaaay.. This ability was pretty damn epic in FFTA, but when TA2 came out it was nerfed to only block arrow attacks and nothing else.
What's that? First Reaction Ability? Why yes it is~ For those that remember my last list, you might know what's coming but you know what, let's save that for later, huh? Good? Alright good, but seriously, don't use Archer's Bane, there are far better R-Abilities out there. Speaking of which...
In the #4 spot we have the MP Shield/Damage > MP Reaction Ability - Hohohoh boy did THIS THING GET NERFED. Whereas in FFTA it was ungodly broken as long as you had even 1MP. Here? MP Shield not so useful and with a very good reason.
In FFTA2, MP Shield only blocks damage calculating for what MP you have, let's say you have 40, and the enemy attacks to deal 120 damage. now 40 of that is taken off by the shield, but where's that leave the 80? It's dealt out to your HP. Henceforth it has gone from ungodly broken to ungodly AWFUL.
How I wish this Support/Passive Ability wasn't a thing.. at #3 we have the Black Mage's Geomancy. I already gave my thoughts on it in my first list, but lemme state again for the record that this ability sucks egg, and I gave my reasons why but I'll do it again by god damn.
Geomancy lowers the elemental resistance targets have to certain magick elements, like if they're strong against ice, blizzard magic does more, if they're immune they take some damage, and if they absorb it, you'll do 0 damage. and if they're weak.. Well at that point there's no reason for it, still sucks dick and it won't get better.. Like, EVER.
Bypassing that fandango is the ENTIRETY of Ability sets that is the #2 set, the new Chocobo Knight class for the adorable Moogles, complete with handmade Chocobo hat. Why is this whole class garbage? Because until you mount a Chocobo you're stuck with no primary abilities, having to rely on secondary job sets.
And after you get on the Chocobo? You lose the ability to use any other abilities, all of the Moogle's efforts are focused on controlling his wild mount. It's ridiculous! If you wanna use a Chocobo Knight, make sure you pick a good one, like a red or a black chocobo. On a side note, yes there are Chocobos in the game that aren't part of the Animist's Chocobo Rush attack.
A lot of you probably saw this coming, some of you may have thought "He's not gonna make 'that' the same #1 twice in a row.." Welp to those thinking that? You are WROOOOONG! Because hey guess what! #1 is the last list's Worst Ability Ever! thaaat's riiiight, it's the Defender's Last/Critical: Berserk! And it's still as horrendous and terrible as ever.
For those that've forgotten, Last Berserk, or Critical: Berserk as it's known in this game, puts your bangaa into an enraged state with heightened attack power, but ALL they will do is attack and suicide themselves, not even caring to heal up, which is COMMON FREAKING SENSE! Who made this ability?! Who thought it was good enough to put in both games?! I'd like to slap the shit out of that guy! At least some enemies are stupid enough to have it, but COME ON!
This has been the FurryShapeshifter, and no matter what the name, Last/Critical: Berserk is still hands-down, the WORST. FFTA2 ABILITY. EVER.
Thanks for reading and have a good day.
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