Please post all interesting/effective/new Gambit combo's you've figured out here.
Maybe we can get a solid Gambit FAQ database going.
WOOP WOOP
Please post all interesting/effective/new Gambit combo's you've figured out here.
Maybe we can get a solid Gambit FAQ database going.
WOOP WOOP
1. Ally: Any -> Phoenix Down (no it won't make them spam phoenix downs on anyone)
2. Ally: HP less than 60% -> Cura/Curaja (make it 40% or 50% for the melees with white magic for backup)
3. Ally: Any -> Esuna
4. Foe: Party leader's target -> Attack (put this one even on your leader to make him stick with it)
5. Foe: Nearest visible -> Attack (put this for everyone too, your non-leader members will just switch to #4 while leader changes target)
best gambit setup for a long time, do your buffs manually so they don't keep wasting MP
http://www.fightersgeneration.com/fi...it-marvelb.JPG
Sorry, had to be done.
Originally Posted by BRP
Oh snap, YOU'VE BEEN http://part8.com/v2/plugins/p13_down...ages/tb_75.jpg
I just turn off some gambits. I keep one guy casting Protect at all times (Basch) and turn on someone to spam shell/haste for boss fights so I have one person to cast each of those spells in rotation.Originally Posted by Helpoemer
And why Cura/Curaja? Those are aoe, no?
Other than that I basically have that setup.
For Vaan I put in a Foe: HP=100 -> Steal gambit, helps a ton with money. But then he just goes off to steal from anyone, so I set Basch to Foe: HP=100 -> attack to Vaan switches through targets lol This probably isn't very efficient, but I can always turn them off for bigger fights.
Is there any enhancements to the gambit so you can target your own character (like the gambit targets JUST the person you're assigning it to) so I could spam Charge when their mp is at < 10% or something?
How long do debuffs stick? I've noticed a number of bosses resist them, but I have Penelo spam through all her debuffs via Gambits, but she stuck it on the Ring Wyrm and I didn't see her cast it again and it was a 20min fight, so do debuffs wear off of mobs? If I see they're immune I turn that gambit off.
Also, I have a gambit for Ally: HP < 80% -> Regen and have that deal with minor healing instead of a heal spell. I then have Curaga at 50% hp on all 3 characters so anyone can heal as needed.
I can't get down the steal gambits..
If I put it so
1: Attack party leaders target
2: Steal party leaders target
They only attack
..if I put it
1: Steal party leaders target
2: Attack party leaders target
only steal
Even Steal :any doesn't work..which you think it might.
I'm begining to think it can't work like that
Buffs/Debuffs dont last that long, but they are really potent. Penalo blinded a random mob who was hitting around 95% of the time, dropped it to around 30%. Slow made it rarely swing.How long do debuffs stick? I've noticed a number of bosses resist them, but I have Penelo spam through all her debuffs via Gambits, but she stuck it on the Ring Wyrm and I didn't see her cast it again and it was a 20min fight, so do debuffs wear off of mobs? If I see they're immune I turn that gambit off.
do steal @ 100% hp, that way they will steal, someone will hit it, and they will only steal once them meleeOriginally Posted by Vobent
I also do one with my ranger to hit mobs at 100% HP, it will make sure after each mob is stolen from, my ranger binks them with an arrow and they wont be stolen from again
obvious you want to manually steal bosses
I switched to wait mode and do everything manually for boss fights. Normally I have Party Leader Target-> Attack and thats it.
No spoilers prz, but I think its going to catch up with me and ill have to use some eventually ;x
I find a pretty useful gambit to have on a couple characters is:
Foe:HP Critical -> attack (or other damage)
Set as a priority over other gambits.
This way if your pt has taken a lot of damage and everyone is using their cure gambits, and the damn thing keeps attacking with barely any HP, you stop curing for a second and finish it off. Good way to finish off critcal mobs in a large group too if your guest keeps switching targets or something annoying.
Early game setup:
Ally: HP < 70% - Cure (Vary the % for different types of chars, eg: attackers have low % to do less healing and more attacking)
Foe: HP = 100% - Steal
Foe: Party leaders target - Attack
Foe: Attacking Ally - Attack
when can u customize gambits? cuz penelo just joined my party but i cant find gambits on the menu
You don't get Gambits until your next party.Originally Posted by untouchable
Once I get out of SPOILER the Barheim Passage, will there be lots more Gambit choices to buy at that store in Rabanastre? All I currently have is HP 30, 50 and 70% for Ally's. And just Party leader's Target and Closest Target for foes. With those few choices it seems impossible to make good steal gambits. Amirite?
So yea the question is, will lots more Gambit chioces be available at the store?
Also for the record, Baltheir is a fucking bad ass.
What I do with my gambits is have a full set and turn off and on as needed. I don't own steal gambits, if I want to steal I do it manually or write a repeating one on the spot.
Nearest visible > Attack (leader)
Pt leader target > Attack (others)
Ally 80%> Regen (Ashe)
Ally 40%> Cura (ashe) (I don't use curaga cuz max HP I have at the moment is 2300 and her cura's cure up like 800 HP)
Ally > 50% > Cure (all)
PT leader target > Aero / Thundara (Ashe instead of attack macro)
I switch them up and down as I need to, if I'm in a low monster area I don't want Ashe spamming AoE spells for crap effect, if I'm farming LP in Valk Dunes v3.0 or that oil barrel place, I just run around train 6-8 mobs, -ga > rinse > repeat
Make use of guests when you have them, I turn most of my healing macros off when have the little kid with the Joyeuse in my pt, cuz he has unlimited Hi and X potions and has them apparently set at reasonable HP%'s
and level a main healer, I can't stress this enough, you can have 4 people with Cura or Curaga spell ready and 35ish MAB, and it will be a complete waste of space / mp / time over having 1 person with 50-60 MAB curing for them.
yes, the gambit store will be open when you get back to townOriginally Posted by Po
I've found more efficiency if you "designate" a main healer of sorts. Namely, your main healer has the highest % on theOriginally Posted by Eaglestrike
HP < __% gambit (say 70%)
and have the remaining party members cure when
HP < 30/40/50% as backups.
This allows your characters who are better suited for DD to spend more of their time attacking, instead of sharing equal time healing with your mage.
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Also, for dungeon situations (=not boss fights), I've grown to like having a
Self >> Protect on Vaan as my final gambit line.
There's really no need to be completely paranoid about pro/shell/haste in these more casual situations, but the def+ just makes things a little smoother. Putting it in the last line makes it so he won't cast midfight or anything, but will always toss it up when running around after it wears.
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Especially early on in the game, having a character (I used Fran) as a devoted caster, is fantastic (fire for flans, blizzard for mimics etc).
Her gambits looked something like:
Party: HP < 70% -- Cure
Foe: Party leader's target -- Blizzard
Foe: Party leader's target -- Attack
Using this order, when you attack mobs, she'll always cast the black magic spell until her MP runs out (so long as hp is ok), then she'll bust out her bow/daggers and DD physically when MP runs dry. Throw in a
Self: MP < 10% -- Charge
into the set, and its smooth sailing ^^
When the fuck do we get access to all the gambits. I'm fucking sick of not having more Self: gambits. Charge is so cumbersome to use outside a gambit![]()
I rarely actually have to use Charge. Having Martyr, Inquisitor and that other passive mp recovery ability(cant remember it) usually keeps me stockpiled. Also I have each Character having a "Self: Pro/Haste(sometimes Shell too)" line and a "Self: Item" for when negative status effects kick in.
but ya later on "Self mp<90% Syphon" and "self mp<10% Charge" is almost gauranteed to keep you at full mp.
but ones you def. should have is
1."Ally Cure/aga HP<60%"
2. "Ally status= Crit HP Item Hi-potion"
3. "Any Ally Phoenix Down"
4. Neg status effect items
5. Haste
6. Attack Leader target
7. Pro/shell
Haste is good to have on all battle long and with proper Status effect liscences it should last a good while too. Thats why I like it above the attack line.
Oh wow, nice post. That actually helped out with a few things lol. =DOriginally Posted by Aviendha