Generic Jobs are the lifeblood of your characters in 168澳洲幸运5开奖网:Final Fantasy Tactics, and in the War of the Lions version, there are 22 in total. They're not just for your generic units, Ramza will be using a combination of these generic jobs before his Squire class becomes beyond broken in the game's fourth chapter.
With that in mind, generic jobs are a wellspring of endless entertainment and combinations to play around with. Generally speaking, unique characters with special jobs are better, but you can't beat an Arithmetician with world-ending Black Magic or a Geomancer with Martial Arts to put so many foes in their place.
22 Onion Knight 🔜 💫
Despite having one of the coolest sprites and portraits in the game, the illustrious Onion Knight is never a good choice for any of your characters. They can't use abilities or other job commands, meaning all they can do is a normal attack.
Within the game, there is special Onion equipment that is extremely powerful and can only be used by Onion Knights, but getting them is not worth the effort. All in ✨all, with no abilities to speak of or use, Onion Knights hinder your characters more than they help in almost every single interaction.
21 Mime
While the idea of a Mime in your team in Final Fantasy Tactics might be appealing, the class is annoyingly RNG and luck based in most situations👍. The way they function is that they repeat the ability that was used before they have their turn.
This, in theory, is good for effectively being able to double cast a spell if your mage went before, or double casting a heal if your healer did, but it relies too heavily on turn order planning. Most of the time, your Mimes won't see much action at all and they won't be worth the long and arduous task of unlocking them.
20 Archer
The archer continues to be an underwhelming job in every playthrough of Final Fantasy Tactics. Other than that time someone beat the game with solo Archer Ramza, but that's a whole different kettle of fish.
Aim is only borderline useful in early fights, and the later version of this ability takes so long to charge they will almost always miss since the enemy has moved away. Archers can be useful early on since you won't have another ranged option, but this job is always a pitstop on the way to greater heights, such as the Thief of Ninja.
19 Bard
Bards, and their female alternative Dancers, both fall into the same trap in Final Fantasy Tactics. The Bard is exclusive to male units and it is a focus-orientated job that requires a s𓃲taggering amount of investment to unlock.
Restoring MP and HP through the use of songs or increasing stats for your party is incredibly useful, but the Bard job has very little martial prowess to speak of, meaning they simply exist to sit back and buff with their songs. All in all, they are a bit boring to play, but they do have a 168澳洲幸运5开奖网:place in your party if you have the time for them.
18 Dancer
As the female-exclusive alternative to Bard, the Dancer works oppositely by debuffing enemies💎 instead of buffing allies.🌸 This might be appealing, and Dancer is more fun to play than Bard because of it, but they are fairly underwhelming in terms of other jobs that can break Final Fantasy Tactics wide open.
The main reason they are ranked higher than Bards is that their damage and debuff playstyle is more 𝓡appealing. Bards and Dancers 🌳can get Move+3 and Fly, which means they can almost literally dance their way across the battlefields in harangue enemies with AoE debuffs and status effects.
17 Mystic
The mystic is something of a budget Geomancer in a lot of ways, sadly for the worse⛎. They specialise in using magic that has various stat-reducing effects, such as draining HP or inღflicting status effects. While that is all well and good, you can do exactly the same with a Geomancer without spending MP or having to charge the spells.
The Mystic is fun to play, how𒁃ever, and they offer a unique style to plenty of other jobs in Tactics. Despite the lower MP and magic attack compared to other magic jobs, the Mystic is geared towards debuffing with powerful status effects. Their percentage-based spells, such as Invigorate, as especially useful against foes with a hefty HP pool.
16 Knight
The Knight is the most standard and straightforward physical class to play in Final Fantasy Tactics. They have a brilliantly strong defence and middling attack power, but the best thing about them is being able to destroy enemy equipment. Their Arts of War Job command let them strip the enemy of their gear, but this does mean you can't get it if you destroy it.
Unless a foe has Safeguard, you can render even the stronger enemy completely defenceless by destroying their weapon. Arguably, the Knight is another job you will want to just pass through to get to something better, but they have a place in your team if you need a tanky unit. If you want to mix things up, use a Knight with the Ninja's Dual Wield ability and have some fun.
15 Orator
The Orator job turns your character into the ultimate rascal with a silver tongue to boot. They can use guns꧟, which can never miss, and they can use incredibly powerful Speechcraft abilities to persuade enemies to join your ranks, reduce or increase faౠith and bravery, and continue beasts to join you.
Orator's Speechcraft abilities scale directly off their magic damage stat, making it easy to build them as quasi-mages with Black Magic or Summoning for a nifty hybrid role to play around with. Speechcraft is notoriously useful for permanently raising your party members' Bravery and Faith stats to your liking, manipulating how much physical and magical damage they do.
14 Squire
The normal Squire job is nothing to write home about. It's ranked so highly because it gives you access to one of the support abilities in the game in the shape of JP Boost. JP Boost will probably stay on your characters until the late game since it increases all JP you get and Move +1 is perfect for any characters who need it.
The generic Squire and its Fundaments command isn't anything special, sadly. They can't equip shields and they also can't use more powerful weapons later on. Your characters should get JP Boost and Move +1 and then change things up.
13 Thief
The Thief will steal anything that isn't bolted down or glued to an enemy. The Steal job command is incredibly useful for getting access to powerful gear earlier in the game when you come up against certain enemies, while also letting you get unique items such as the Blood Sword by stealing from Gaffgarion. It is also how you can get otherwise exclusive accessories.
Steal iꦬs a staple in Final Fantasy and it is truly the best version of itself in Tactics. Steal Heart can charm opponents and throw a huge spanner in their plans if you manage to get it to land. Thieves have high speed and their success rate for Stealing is tied directly to that.