Chronicler
Habitué
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- 401
For those unaware, Four Job Fiesta is a self imposed rule set in Final Fantasy 5. In the traditional Final Fantasy 5 experience, you go on a journey to save the four magic crystals, and each time you get to a crystal you unlock 4-6 new jobs (classes), which can be mixed and matched in all sorts of fun ways.
How the Four Job Fiesta works is you only take one job from each crystal, chosen at random, and must have at least one party member using one of each job you've taken at all times, for a total of Four Jobs, one for each party member, once you've unlocked them all. It was started as a charity event but it's super fun and can be recreated all on your own with just some dice or a random number generator.
I've done some in the past but my runs usually peter out once I get a bad job. Been reading up on the charity even recently though and I've learned in an officially run Four Job Fiesta the rules aren't quite so harsh as they seem. They're a charity event, obviously the name of the game is participation. They don't want it to be a super hardcore thing that's offputting to more casual players, though they have ways you can turn it into that if you're so inclined. In an officially overseen Four Job Fiesta, if you get a job you simply don't want to deal with, all you have to do is pay the charity $5 to swap it out for a job of your choice.
I've decided to incorporate that into my personal run. I feel like if I ignore the rules willy nilly that kind of defeats the point of the venture but a $5 opt out is a nice little compromise.
Anyway, with that pre-amble out of the way, the first job I got was the black mage, which honestly I wasn't super excited about. It's been a while since I played but I remember black magic being pretty lackluster, and it's not very exciting when most of their progression as a class is just casting stronger versions of the same three spells, but I was talking to some people online and it sounds like I might've been using the class wrong in my previous playthroughs, so I decided to stick with it and see what I could discover about the class.
The first major obstacle was Garula, the boss of the Water Crystal I need to beat to get my next class. It was super frustrating because I was right there, one battle away from what I need, but I couldn't beat him.
I couldn't figure out what I was going to do. It didn't seem like levelling up was increasing my health or my damage all that much. There's not much of a trick to Garula. He's just a big beefy dude with a lot of hitpoints and who hits you very hard and launches more counter-attacks the lower he gets in health. Normally, you might use a Knight's ability to nullify physical attacks and take physical attacks in place of his allies to great effect here. Or there are some spells that could blind Garula and make it hard for him to hit you, none of which a black mage has access to. This is pretty much just a hit for hit slog to see if my spells can kill him before his attacks can kill me.
Finally what I figured out is the Ricard Mages nearby, they drop an item called the Flame Rod. The Flame Rod increases the power of all your fire spells by a whopping 50%, and you can break it to cast Firaga, a much stronger fire spell than I would otherwise have access to at this point in the campaign.
So I killed those guys until I had enough flame rods for my whole team, cast fire repeatedly, and when a companion was about to die I'd have them break their rod. That did the trick nicely.
So in come the water classes. Time to roll the dice and see what I get. I end up landing on the Red Mage, which I'm pretty excited about. The red mage is honestly a kind of dumpy class in this game, at least on its own. It's an all rounder that can wield lots of great weapons, but lacks the strength to use them very well, can cast both white and black magic, but only the lower level spells, can wear some nifty armors but doesn't have a lot of hitpoints. Its crowning achievement is the Doublecast ability, which allows it to cast two spells per round, and which is transferable to other classes.
So once my black mage gets trained in Double Cast it's gonna be much more badass, and I think what I'm gonna do is if the opportunity presents itself I'm gonna try and give my red mage an ability from the earth or fire class to make it a bit of a better physical attacker.
So far I haven't had to use my $5 opt out, but the next one has the Beastmaster, so I might end up using it if I roll that one. Or maybe the bard too. On the fence about the bard. We'll see how this goes.
How the Four Job Fiesta works is you only take one job from each crystal, chosen at random, and must have at least one party member using one of each job you've taken at all times, for a total of Four Jobs, one for each party member, once you've unlocked them all. It was started as a charity event but it's super fun and can be recreated all on your own with just some dice or a random number generator.
I've done some in the past but my runs usually peter out once I get a bad job. Been reading up on the charity even recently though and I've learned in an officially run Four Job Fiesta the rules aren't quite so harsh as they seem. They're a charity event, obviously the name of the game is participation. They don't want it to be a super hardcore thing that's offputting to more casual players, though they have ways you can turn it into that if you're so inclined. In an officially overseen Four Job Fiesta, if you get a job you simply don't want to deal with, all you have to do is pay the charity $5 to swap it out for a job of your choice.
I've decided to incorporate that into my personal run. I feel like if I ignore the rules willy nilly that kind of defeats the point of the venture but a $5 opt out is a nice little compromise.
Anyway, with that pre-amble out of the way, the first job I got was the black mage, which honestly I wasn't super excited about. It's been a while since I played but I remember black magic being pretty lackluster, and it's not very exciting when most of their progression as a class is just casting stronger versions of the same three spells, but I was talking to some people online and it sounds like I might've been using the class wrong in my previous playthroughs, so I decided to stick with it and see what I could discover about the class.
The first major obstacle was Garula, the boss of the Water Crystal I need to beat to get my next class. It was super frustrating because I was right there, one battle away from what I need, but I couldn't beat him.
I couldn't figure out what I was going to do. It didn't seem like levelling up was increasing my health or my damage all that much. There's not much of a trick to Garula. He's just a big beefy dude with a lot of hitpoints and who hits you very hard and launches more counter-attacks the lower he gets in health. Normally, you might use a Knight's ability to nullify physical attacks and take physical attacks in place of his allies to great effect here. Or there are some spells that could blind Garula and make it hard for him to hit you, none of which a black mage has access to. This is pretty much just a hit for hit slog to see if my spells can kill him before his attacks can kill me.
Finally what I figured out is the Ricard Mages nearby, they drop an item called the Flame Rod. The Flame Rod increases the power of all your fire spells by a whopping 50%, and you can break it to cast Firaga, a much stronger fire spell than I would otherwise have access to at this point in the campaign.
So I killed those guys until I had enough flame rods for my whole team, cast fire repeatedly, and when a companion was about to die I'd have them break their rod. That did the trick nicely.
So in come the water classes. Time to roll the dice and see what I get. I end up landing on the Red Mage, which I'm pretty excited about. The red mage is honestly a kind of dumpy class in this game, at least on its own. It's an all rounder that can wield lots of great weapons, but lacks the strength to use them very well, can cast both white and black magic, but only the lower level spells, can wear some nifty armors but doesn't have a lot of hitpoints. Its crowning achievement is the Doublecast ability, which allows it to cast two spells per round, and which is transferable to other classes.
So once my black mage gets trained in Double Cast it's gonna be much more badass, and I think what I'm gonna do is if the opportunity presents itself I'm gonna try and give my red mage an ability from the earth or fire class to make it a bit of a better physical attacker.
So far I haven't had to use my $5 opt out, but the next one has the Beastmaster, so I might end up using it if I roll that one. Or maybe the bard too. On the fence about the bard. We'll see how this goes.