Ff12 when can i get telekinesis




















All rights reserved. Back to the Top. White Magicks. Black Magicks. Green Magicks. Time Magicks. Arcane Magicks. User Info: Ragnar User Info: girlsrgamers2. I'm almost certain Telekinesis isn't available until after Giruvegan. User Info: balthierXcid. User Info: verylatebloomer. User Info: dkconklin. You can't get telekinesis in Nabudis until after you obtain the treaty blade.

Pretty stupid in my opinion. That late in the game it isn't very helpful. However, it would've been very helpful earlier on with some of the pain-in-the-ass flying monsters. That being said I usually make a gambit for it with flying enemies. Effects: Restores HP to an ally in Critical condition. Tips: A poor means of healing an ally — potions and healing Magicks are recommended over setting up a Gambit that utilizes the First Aid Technick. Effects: Allows a character to hit a flying foe with a melee weapon from a distance.

Tips: This Technick is incredibly helpful for giving melee classes, such as the Knight, Foebreaker and Hunter, a means to attack flying enemies without having to switch to a ranged weapon, using Magicks or switching to another party member that can use Magicks. Effects: Deals damage to all enemies in range — the amount of damage doubles with each successive hit when used repeatedly. Tips: This spell does not have too many utilities and most encounters can be completed without it.

Tips: An effective means of dealing damage if you cannot use regular attacks and must rely on Technicks. Sight Unseeing. Effects: Requires the user to be Blind in order to be used and deals heavy damage to the target — cannot be used against most bosses and marks. Tips: Can very rarely be used. Effects: Inflicts the Confuse status effect on one target.

Enemies that cannot be hit by the Confuse status are immune. Effects: Inflicts all of the status effects of the user on to another target. Tips: Stamp can be used to transfer positive status effects to another party member in order to save MP. Effects: Restores a small amount of MP. Success rate scales with how much MP is missing and has a higher chance to fail when the user has more MP.

Tips: Charge is an extremely situational Technick to use. It is only useful if you cannot rely on other means of recharging MP, such as Ethers or Hi-Ethers, because of its high fail rate. If you can travel between Tchita and Cerobi on foot, then it should be there. It should be there as soon as the story takes you to Balfonheim. Seraphor posted I think this is it, im in the steppe early via chocobo. User Info: mrb More topics from this board Must-have gambit setups? The Return!

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