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I'm going to play FFTA again. One thing that fucked me up last time is that I accepted almost everyone who tried to join my guild. Then I ended up with my A-team being all high level and like 34 level 1 schlubs who I couldn't be bothered levelling. And the monsters were all at the average level of all of my characters, so I couldn't just keep levelling my A-team because they got too far ahead of the average monster level.

How do I play it properly? Do I just reject everyone who tries to join and just have like 8 or so guys all around the same level?
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>>12169789
Well. Each race has like max 2 good arch types right? Mage Viera and Assassin Viera. Fighter Human and Mage Human. I would argue Nu Mous only have mage and only if you want to go Beast Master/Animist you should do 2 Nu Mous. Then lizards have like Gladiator/Monk/Dragoon/Defender which you can narrow to 2. Moogles have juggler that can also do thief. Do you need anything else?
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>>12169828
Ah, Morpher for Nu Mou, not Animist
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>>12169828
>>12169832
Sweet, thanks. I'll try out those combos and not fill up my guild with level 2 Human Soldiers
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>>12169789
Get two generics of each race except moogles. One physical and one magic focused one. You don't need a magic moogle. Also if you look up how to get the secret charaters then you can use Lini as your physical Moogle and Eldena as your magic Viera. The other secret characters come to late to be worth it.

Also make sure you start to capture monsters and learn blue magic early as some monsters types start to disappear.
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>>12169871
Is Blue Magic worth it? Are there good enemy spells to capture?
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>>12170370
Absolutely. Mighty Guard, White Wind, Bad Breath are great.
Matra Magic is largely ignored but is one of the most versatile magic in the game. Granted, none of the Blue Magic is endgame OP but most of them are really useful when you get it.
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>>12169789
Last time I played, I had Marche (Fighter/Paladin), Montblanc (Time Mage/Animist), Human 1 (Hunter/Fighter), Human 2 (Blue Mage/Thief), Bangaa 1 (Gladiator/Templar), Bangaa 2 (Dragoon/Templar), Nu Mou (Sage/Alchemist), Viera 1 (Summoner/Red Mage), Viera 2 (Sniper/Assassin) and a Moogle (Gunner/Time Mage) plus 2 extras for dispatch missions.
There's so much variety that I don't usually double dip on job combos.
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>>12169789
1 full party for battling. Maybe 1-3 sub ins so you can experiment with your lineup. Then maybe a few randos to do the away missions for you.
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>>12169828
All races and classes are great, except one or two classes. Almost everything is overpowered in this game. It seems like OP just isn't playing very well.
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>>12170370
Almost every class is worth it, certainly including blue mage. Most classes offer a few skills that will instantly and permanently or at least semi-permanently neutralize an enemy on almost every use. Look for abilities that transform enemies or petrify them or block them from using their best abilites or simply instantly kill them. A morpher with lamia or malboro abilities is unstoppable. Jugglers are surprisingly amazing. Even boring status effects like blinding are often much better than they look. Anybody who can easily apply automatic revival abilities (especially certain bangaa types) is nearly immortal. The game is full of crazily powerful abilities.



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