Walkthrough:Final Fantasy V/Drake/Part 5
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< Walkthrough:Final Fantasy V | Drake
This section covers the "bonus" job classes in the game - the GBA exclusive classes, and the Mime class.
Contents |
Mime
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| Mime | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Command | Mimic | Innate Skills | None | Equipment | Knives, Rods Staffs | |||||||
| Ability 1 | Mimic | Description | Copy the last action used | 999 ABP | ||||||||
| Ability 2 | None | Description | N/A | N/A ABP | ||||||||
| Ability 3 | None | Description | N/A | N/A ABP | ||||||||
| Ability 4 | None | Description | N/A | N/A ABP | ||||||||
| Ability 5 | None | Description | N/A | N/A ABP | ||||||||
| Ability 6 | None | Description | N/A | N/A ABP | ||||||||
| Ability 7 | None | Description | N/A | N/A ABP | ||||||||
The Mime and the Freelancer were in a neck and neck race to be the best class in the game. Then Mimic tripped on his face inches before the finish line. While Freelancers have only two ability slots, Mimes have three, and they come with most the innate abilities of your Mastered jobs. This lets you stack up three Command abilities of your choice. This gives the Mime a lot of versatility and potential. Sounds good so far, right? This is where the bad news comes in. I already said Mimes have most of the innate abilities of all your Mastered jobs. Notice I said most.
There's one subset of innate abilities Mimes don't get - "Equip X". Equip Swords, Equip Bows, etc, they don't get those abilities. This means the Mime has basically the same equipment draw as the Mage classes, crippling what would otherwise be the best class in the game. The Mime may have more abilities than the Freelancer, but not the arsenal to use them. What's the point of Spellblade-Rapid Fire-Dual Wield if you have to do it with a weak dagger? Such a pity too, imagine Spellblade-Rapid Fire-Dual Wield with Quick so you could do it twice in a row. You'd be destruction incarnate. It saddens me to see such potential thrown away. The up-side is that Mime is perfect for Mages, letting them use three schools of magic, or better yet, two schools with Dualcast. Mages are used to being limited to Knives and Rods, they won't mind the restriction.
BTW, if you do use the Mime, keep in mind that Mastering it is a formality. Mimic really isn't that great ability, certainly nothing you'd want to use with another class, and isn't worth the time to purposefully Master.
Cannoneer
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The Cannoneer is an okay job, like all the GBA bonus jobs it's worth taking for a single passive ability. Open Fire is just a normal attack but it may cause a status ailment, including Instant Death, so like the Ranger's Aim and Geomancer's Gaia, use it every turn over Attack. Combine is just another variation of Mix. Really, it's the exact same, combine two items to random effect, the only difference is the combinations.
The Cannoneer's true value is "Exp Up", which boosts all the Exp you earn by half. And it's a passive ability, meaning all your characters will want to Master this job to earn that bonus.
Gladiator
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| Gladiator | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Command | Finisher | Innate Skills | Lure, Long Range | Equipment | Knives, Swords, Katana Spears, Bows, Axes, Shields | |||||||
| Ability 1 | Lure | Description | Increase enemy encounter rate | 30 ABP | ||||||||
| Ability 2 | Finisher | Description | Execute one of three random moves | 70 ABP | ||||||||
| Ability 3 | Long Range | Description | All attacks ignore row | 150 ABP | ||||||||
| Ability 4 | Bladeblitz | Description | Attack all enemies at once | 450 ABP | ||||||||
| Ability 5 | None | Description | N/A | N/A ABP | ||||||||
| Ability 6 | None | Description | N/A | N/A ABP | ||||||||
| Ability 7 | None | Description | N/A | N/A ABP | ||||||||
Who put the glad in Gladiator? Not me, because these guys are just unnecessary. They've got the largest arsenal of weapons bar the Freelancer, but it's not enough. Just as Combine is a variation of Mix, Finisher is a variation of Dance - it randomly does 9999 damage, a critical attack, or nothing. Not worth it. Lure is useless, and Bladeblitz is outclassed by Rapid Fire. The only good ability is Long Range, but if you Master the job you get Lure too. It's not worth it. These guys don't have anything to offer worth your time. The only appeal I can find is using Finisher on an enemy and shouting "FINISH HIM!", but that's not enough to make the class good.
Oracle
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When I got the Oracle, I was expecting my character to put on old lady clothes and start dispensing Fortune Cookie advice in between bouts of baking and smoking. Think about it, did The Oracle ever really give Neo any actual advice, she was cool but mostly she just said "you already know what I'm going to tell you", or "you already know the answer to that question". I could get better insight into the future by consulting a crystal ball. Um...where was I? Oh right, FF5. BTW, I noticed the entire FAQ I've used "AP" when the game uses "ABP". Oh well, I ain't changing it now.
Oracle is easily the worst of all the bonus Jobs. The problem with the Oracle is that it's two abilities, Condemn and Predict, are entirely random effects that can backfire, healing enemies and/or damaging you. Useless. It's passive abilities are somewhat better. Read Ahead lowers the random encounter rate, and ABP Up boosts the amount of AP you earn. The problem is in order to use ABP Up with a job, you have to use it in your one extra ability slot, leaving you with nothing but the job's original command. That's a big handicap, depending on the job it's too large of one. Use it if you want, it's your game. If you think you can manage with only your base ability, go ahead.
Necromancer
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| Necromancer | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Command | Dark Arts | Innate Skills | Undead | Equipment | Rods, Knives | |||||||
| Ability 1 | Oath | Description | Call a demon to attack | 15 ABP | ||||||||
| Ability 2 | Dark Arts 1 | Description | Cast Drain Touch and Dark Haze | 30 ABP | ||||||||
| Ability 3 | Dark Arts 2 | Description | Deep Freeze and Evil Mist | 45 ABP | ||||||||
| Ability 4 | Dark Arts 3 | Description | Meltdown and Hellwind | 60 ABP | ||||||||
| Ability 5 | Dark Arts 4 | Description | Cast Chaos Drive and Curse | 100 ABP | ||||||||
| Ability 6 | Dark Arts 5 | Description | Cast Dark Flare and Doomsday | 200 ABP | ||||||||
| Ability 7 | Undead | Description | User counts as undead | 300 ABP | ||||||||
The Necromancer completes the foursome of uninspired GBA bonus jobs. You've probably noticed most of the other classes use a couple random passive abilities and a variation of another job's ability - Combine/Mix, Finisher/Dance, and Condemn and Predict/Animals and Gaia. The Necromancer follows this tradition by ripping off the Summoner and Blue Mage classes.
Oath conjures a demon to do an attack, pointless. The Dark Arts are made up of offensive attacks learned by killing enemies. So once you actually earn the class, you have to go globetrotting to kill those enemies. If you have this job, you just completed the bonus dungeon, what do you need those skills for anymore, you just beat the game's hardest challenge! It's like earning Diabolos in FF6, you get it too late to get any real use out of it. And Undead makes your character undead, so you can't heal them. Why would anyone want that by choice?
Contents
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- Knight, Thief, Monk, Blue Mage, White Mage, Black Mage
- Red Mage, Time Mage, Summoner, Berserker, Mystic Knight
- Beastmaster, Geomancer, Ninja, Ranger, Bard
- Dragoon, Dancer, Samurai, Chemist
- Mime, Necromancer, Cannoneer, Gladiator, Oracle
- My Original Job Classes