12-10-2006, 07:18 AM
If you're having trouble with the wolf, run around the desert and steal loot until a set of leather armor opens up from the bazaar. It'll be better than anything else you have then. Protect should be a huge help too, since you have it. A quickening would also make things significantly easier if you can stand the grind to get enough LP.
I just got to some tomb after traveling across the sand-sea. You won't be there for a bit, but there's a great cut-scene right before you start that "dungeon."
It would be more work than its worth to try listing out all the liscences I have, so I'll just summarize:
Ashe (leader)
Staves
Mystic Armor
White Magic
Time Magic
Green Magic
Vaan
Daggers
Shields
Light Armor
Balthier
Poles
Heavy Armor
Techniks
With the huge HP bonus from Light Armor, and the "Decoy" arcane magic, I'm using Vaan as my "tank." He has gambits set up for stealing, poaching, and attacking whatever's nearby. Balthier is kind of filler, at the moment. I've been quite impressed with Poles so far, though. Good attack, they as fast as swords are, and they combo fairly often; he doesn't have too many gambits, so he mostly just attacks and will throw out potions in more extreme situations (Potion and Remedy Lore liscences are lifesavers, by the way). I'm controlling my white mage myself, so I have gambits set for casting Protect on herself, and Decoy on Vaan. Between Vaan's high hit points, and the Charge technik, I can mess around with some of the Green and Time Magic and not have to worry about having the MP to heal when needed.
At some point I'll probably switch Ashe for Penelo and see how that works out. Penelo is also set up to be a mage, but is oriented more towards Arcane and Black magic. And once Fran gets her Katana she'll probably be taking Baltheir's place as back-up melee.
I just got to some tomb after traveling across the sand-sea. You won't be there for a bit, but there's a great cut-scene right before you start that "dungeon."
It would be more work than its worth to try listing out all the liscences I have, so I'll just summarize:
Ashe (leader)
Staves
Mystic Armor
White Magic
Time Magic
Green Magic
Vaan
Daggers
Shields
Light Armor
Balthier
Poles
Heavy Armor
Techniks
With the huge HP bonus from Light Armor, and the "Decoy" arcane magic, I'm using Vaan as my "tank." He has gambits set up for stealing, poaching, and attacking whatever's nearby. Balthier is kind of filler, at the moment. I've been quite impressed with Poles so far, though. Good attack, they as fast as swords are, and they combo fairly often; he doesn't have too many gambits, so he mostly just attacks and will throw out potions in more extreme situations (Potion and Remedy Lore liscences are lifesavers, by the way). I'm controlling my white mage myself, so I have gambits set for casting Protect on herself, and Decoy on Vaan. Between Vaan's high hit points, and the Charge technik, I can mess around with some of the Green and Time Magic and not have to worry about having the MP to heal when needed.
At some point I'll probably switch Ashe for Penelo and see how that works out. Penelo is also set up to be a mage, but is oriented more towards Arcane and Black magic. And once Fran gets her Katana she'll probably be taking Baltheir's place as back-up melee.
![[Image: Kaden2.jpg]](http://img.photobucket.com/albums/v403/Nezumi16/Sigs/Kaden2.jpg)
"It's on my brain, driving me insane. It's on my mind, all of
the time, and if it left... I would be fine."

