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best in slot fire mage relics For this source, I'll be discussing how each character should be performing at this point in the game, just to give you some comparison and advice.
I won't be assuming anything too spectacular, like oras I can't really expect you to have it.
Most Relic slots best in slot fire mage relics be left empty to whatever you see fit if no Relics are vital to the set-ups we're going for.
As far as the Lightbringer goes, you'll want to give it to Locke if you do have it, as the girls really don't need it and Edgar has enough source potential without it as well.
The Paladin's Shield is best given to a character that otherwise needs s to gain elemental advantages; characters such as Strago, Gogo, and Sabin come to mind especially because they really best in slot fire mage relics the defensive increases.
A note about the s here.
Genji Helms are often the best helmets you can land on a character, yet they are rare.
At the end-game, you should have two s, aand a in your inventory; all can be turned into a Genji Helm at the Red Cap to Hypno Crown to Royal Crown to Genji Helm.
Red Caps are superior to Genji Helms in my opinion, the Hypno Crown is usable in a natural magic game and the Royal Crown is plain garbage in the end.
All said, you can have up to five Genji Helms, but you'll probably only want two or three.
In the suggestions I list, I list five characters with a Genji Helm, as well as two with a Red Cap.
This isn't possible per se.
However, you can switch the Genji Helms between groups, and with the party recommendation I give it's entirely possible.
In the final battle, hey, you can't.
Gau is the only one who has specific use for a Genji Helm, since, disregarding oddities such as the Paladin's Shield, andhe needs it to reach 255 Defense.
Terra Vigor: 32 Speed: 36 Stamina: link Mag.
Pwr: 147 Defense: 200 Mag.
Defense: 180 MBlock%: 87 Vigor: 31 Speed: 34 Stamina: 28 Mag.
Pwr: 147 Defense: 145 Mag.
Defense: 206 MBlock%: 137 Resists: Fire, Bolt, Ice, Wind, Earth Terra has two good looking setups for the endgame, one that makes her overall more powerful and one that gives her a 128% Magic Block.
Terra kicks all kinds of ass late-game; she gets to wield all the best equips out there; I won't count on your having the Lightbringer, but I will count on the being in your inventory.
Late-game Terra nullifies four elements and takes half damage from the other four.
Her main point of offense is her Magic skillset, obviously, meaning that she can fling the four of the most often exploitable elements - Fire, Ice, Lightning, Holy - with considerable force.
A level 3 spell coming from Terra is going to leave a mark given her horribly bloated Magic Power, and her MBlock% isn't too bad either.
Her alternate set-up is to shoot for 128% MBlock well, higher, but 128 is the highest effective value.
Her Defense suffers Greatly in this scenario, but, with only a few moves able to hit you in the first place 's!
Demon Rage, and Tentaclethat's of minor concern.
This setup doesn't hog Lightbringer or Paladin's Shield either, so that's a bonus.
Locke Vigor: 42 Speed: 43 Stamina: 33 Mag.
Pwr: 159 Defense: 215 Mag.
Defense: 169 MBlock%: 12 Absorbs: Thunder Nullifies: Wind Resists: Fire, Ice Pretty much the only remarkable feature of this set-up is the fact it includes the.
Locke lacks any real awesome armor in fact, he's pretty much the schoolbook average Defensive characterso the Muscle Belt helps to boost him in that regard.
In addition, the more HP Locke has to lose, the more power he can channel into that blue blade of happiness he carries around, the.
Nothing much else to say, really; Locke can really benefit from the if you're looking for another Relic to accompany the Muscle Belt.
Note that Red Cap doesn't stack with the Muscle Belt when it comes to HP boosts.
Locke's primary concern is his complete and utter lack of MBlock% which doesn't quite fit an agile thief such as our Byronian heroand this is his best shot.
Cyan Vigor: 45 Speed: 31 Stamina: 35 Mag.
Pwr: 233 Defense: 220 Mag.
Defense: 190 MBlock%: 41 I don't really like this set-up, but best poker chips again, I don't really like anything to do with Cyan.
This is as good as it's going to get, though.
Defense, Magice Defense and Mblock are all normal.
The only point of debate is the Cyan's weapon choice.
Some claim that, since Fang outdamages the Fight command at all times, you should only consider using a weapon that has an added effect, be it either 's 25% slice effect or 's 50% Wind Slash attack.
If slicing is any kind of option, I find a spell vastly superior.
Considering Cyan's 48 Base Power magical attack?
Nay, despite that the above philosophy is actually supported this web page some respected peers, I find that Fight's targetable nature is often more useful than Wind Slash or random instant death, so stick with your strongest weapon.
This still applies when best in slot fire mage relics find the more powerful yet featureless in the near future.
Shadow Vigor: 44 Speed: 44 Stamina: 32 Mag.
Pwr: 111 Defense: 216 Mag.
Defense: 171 MBlock%: 29 Absorbs: Lightning Nullifies: Wind Resists: Fire, Ice What can I say about Shadow here?
Apart from his weapon, his defenses are entirely standard.
You'd expect something more evasive and less durable for a Ninja, I'm sure, but this is what the game gives us.
You can take Shadow any ol' way you like: Give him two and watch his magical Skeans perform decently, give him a and a due to Throw, actually fairly effective and watch feeble Shuriken clean house, pass on both and to make for that mad-dodging-Ninja you might think would fit him, I don't really care.
Shadow has, as is befitting of a true cold-hearted warrior, no actual weaknesses to defend or extreme strengths to exploit, so have a field day with him.
Edgar Vigor: 59 Speed: 30 Stamina: 34 Mag.
Pwr: 214 Defense: 176 Mag.
Defense: 210 MBlock%: 51 Resists: Fire, Ice, Lightning, Wind, Earth, Water A confirmed Hiryuu Dragoon Edgar if I've ever seen one.
Obviously there's always the choice of which if any piece of Genji equipment to replace with an item that grants elemental properties.
I liked this one the best, as it gives Edgar superior Magic Defense honestly, 210 is really goodand, while his Defense is lacking here, his status as Dragoon makes sure he will take far less physical hits than other characters anyway.
Inherent Shell resulting from his shield is nice icing on the proverbial cake, and 51% MBlock is plain solid.
Edgar is mainly working his Jump attacks here, which means he's fairly limited to rather uncontrollable best bet random Holy-elemental damage, but he's very good at it.
The only non-Magic skills Edgar may still use are and possibly if you want to go for a sure and quick kill when you know the enemy is weakened enough.
Sabin Vigor: 59 Speed: 44 Stamina: 47 Mag.
Pwr: 241 Defense: 209 Mag.
Defense: 143 MBlock%: 24 Vigor: 54 Speed: 41 Stamina: 44 Mag.
Pwr: 161 Defense: 222 Mag.
Defense: 170 MBlock%: 44 Sabin best in slot fire mage relics shift things just by adding a.
With the as your ultimate armor, you can't expect to be very well suited to take hits, and having a grotesquely low Magic Defense 143 will quickly become apparent.
It was a toss-up for me between and ; Sabin could use the elemental properties, sure, but switching means that Sabin's Mag.
Defense drops to 121, which is just plain unacceptable.
Since, in this game, extra Defense tends to only matter more if you have a high enough Defense in the first place, Sabin will benefit more from the Red Cap than the Genji Helm's superior defenses.
The defense in this setup is more or less okay-ish, though slightly lower than most characters.
It has horrid MBlock, sadly.
On the offense, Sabin is basically a two-trick pony; Razor Gale for multi-target damage and Phantom Rush for single-target damage.
Unless you know it'll do the trick or you have a good follow-up move, Razor Gale is pretty obsolete in the final dungeon; you want to kill or disable, not randomly throw damage around it ain't Seiken Densetsu III, folks.
He will also profit from defensive Relics, such as and.
A Muscle Belt will do the trick as well, in which case it would be worthwhile to swap the Red Cap for a Genji Helm.
On the alternate set-up: Some players frown upon the Merit Award, but I feel it will help Sabin greatly in the final parts of this game.
At the loss of a single Relic slot and the ability to nullify Fire damage, Sabin gains +10 Magic Power, 13 Defense, 27 Magic Defense, and 20% MBlock.
I say Sabin wins with this one.
Replace with where possible for 10% extra MBlock and 33 extra Battle Power.
Celes Vigor: 35 Speed: 37 Stamina: 32 Mag.
Pwr: 151 Defense: 202 Mag.
Defense: 178 MBlock%: 89 Vigor: 34 Speed: 35 Stamina: 31 Mag.
Pwr: 151 Defense: 142 Mag.
Defense: 199 MBlock%: 129 Resists: Fire, Bolt, Ice, Https://n-club.info/best/best-chatroulette-sites-for-ipad.html, Earth Like Terra, Celes can also max out her MBlock.
The setup is virtually identical.
Celes is entirely like Terra with some very, very subtle stat differences and one major one: Celes has 2 extra inherent Mblock, which means that she needs 10 coming from equipment to reach that perfect 128.
This, again, means that Celes can easily pull off Terra's goal of perfect evasion while still making room for a Relic.
Relm Vigor: 32 Speed: 42 Stamina: 28 Mag.
Pwr: 179 Defense: 216 Mag.
Defense: 186 MBlock%: 69 Vigor: 26 Speed: 36 Stamina: 22 Mag.
Pwr: 179 Defense: 146 Mag.
Defense: 193 MBlock%: 129 Resists: Fire, Ice, Lightning, Wind, Holy, Wind, Earth Oh, hey, Relm can max that Magic Block too!
No doubt about it, Relm is a pure Mage end-game.
Sketch sucks beyond all human comprehension, and her physicals are nothing compared to her magical damage output, meaning she won't actually absorb or nullify anything, which is a darn shame.
She will still take less damage than most characters, however.
On the alternate set-up: A perfect MBlock% set-up.
The good thing here is that she only needs one item of value to another character to achieve it; everything else is either store-bought or pretty much Relm-focused anyway.
This setup still boasts great Magic Power, and her elemental resistances don't suffer either.
In short, it is a far greater set-up than the 'basic' one if you have the goods to spare.
Strago Vigor: 36 Speed: 32 Stamina: 28 Mag.
Pwr: 178 Defense: 195 Mag.
Defense: 147 MBlock%: 47 Absorbs: Lightning Nullifies: Wind Resists: Fire, Ice Yes, as you can see, late-game Strago's Magic Power doesn't differ much from Terra's, even though the old man's less magically adept than the she ever was; you can thank the Magic-boosting equips for that.
Strago is inferior to Terra in his role as Magic wielder, but where Terra has Morph, Strago has Lore.
This is only partially useful late-game;, and if Strago is -less.
In the end, I'd say Strago isn't the hottest mage around, but, since best in slot fire mage relics Lores do add a certain degree of extra flexibility that Terra lacks even though it's mostly on paperStrago isn't completely outclassed.
He has pretty bad Magic Defense though, especially considering Strago is a mage himself.
Setzer Absorbs: Water Hey, you know how you can?
Yeah, Setzer might be better that way at the endgame.
Since magical attacks tend to be more dangerous at end-game, this setup won the goose.
In this setup, Setzer boasts Solid Defense, solid Magic Defense, pretty much standard MBlock, and the.
Setzer will be throwing the for damage.
That means that he's entirely random, especially when paired with theas you can't target specific enemies either that way.
On the alternate set-up: Yes, this will require you to have the Imp status set.
Perfect Defense, stunning Magic Defense, Setzer will just be a lot harder to take down.
His bane here is a weakness to status ailments, as 31% MBlock isn't that high, and you can't equip a Ribbon either, since you need Imp.
He'll slot best apps casino his Magic skillset too, so unless you have three other characters with decent Magic skillsets, the tradeoff might not be worth it.
Mog Vigor: 31 Speed: 37 Stamina: 29 Mag.
Pwr: 210 Defense: 255 Mag.
Defense: 195 MBlock%: 42 Absorbs: Ice Resists: Fire The reason I'm going with this set-up is simply the fact that, gosh-golly Colonel Sanders, I'm afraid we're running out of Genji Helms.
This isn't much of a concern to Mog, though.
This is his Dragoon set-up, and it's pretty much his only choice, as the little guy doesn't have the equipment to back him up as a great mage.
He does, however, boast perfect Defense, great Magic Defense, and very acceptable Magic Power should you should want to sneak in a spell or see a spell employed on that ever-precious final Jump attack.
He is tad scrawny on the 'elemental protection' category, but, with nigh-200 Magic Defense, it's not that much of a concern.
Gau Vigor: 44 Speed: 38 Stamina: 36 Mag.
Pwr: 109 Defense: 255 Mag.
Defense: 195 MBlock%: 48 Vigor: 44 Speed: 38 Stamina: 36 Mag.
Pwr: 200 Defense: 255 Mag.
Defense: 193 MBlock%: 48 Absorbs: Ice Resists: Fire Gau has two setups as well, with the second being the mythical Wind God.
Genji Shield gives more Magic Defense though.
If you're really into Rages, Genji Shield is the superior option, as you don't need the other shield's elemental properties since you know how to self-apply them at every turn.
Anyway, this set-up turns Gau into a tank: 255 Defense means immunity to physical damage that isn't barrier-piercing, and 195 Magic Defense is very high as well.
visit web page makes for very nice elemental attributes too, as well as a standard amount of MBlock.
In the offensive category, Gau really doesn't have a lot to offer anymore.
Rages tend to be inferior to Magic by now, so he'd just be left casting spells with far less power than characters such as Celes and Relm.
Gau shines on the defensive side, though.
On the alternative set-up: Wind God!
Rage ; you'll have a 25% chance of a 200-power Wind-elemental physical, a 25% chance of a 48-power Wind Slash attack, a 25% chance of a 800-power Wind-elemental physical Catscratchand a 25% chance of a 198-power Wind Slash attack, which is comparable to Crusader's attack without hitting the caster.
With the offering, you'll have four hits, each sporting the above odds.
The physicals will be halved in damage, but the Wind Slash attacks will not.
The Wind God is very, extremely, obscenely strong and needs to be taken advantage of: Needless to say, I favor this one.
I picked a for his head since you may want to save the Genji Helms for other people, and giving one to Gau really doesn't open up any other options concerning 255 Defense.
Gogo Vigor: 29 Speed: 33 Stamina: 22 Mag.
Pwr: 181 Defense: 174 Mag.
Defense: 120 MBlock%: 56 Absorbs: Lightning Nullifies: Wind Resists: Fire, Ice As you can see, Gogo does not take hits very well.
Choosing Genji Helm over the Red Cap would have helped its defenses somewhat, but the 25% HP boost will help Gogo more in the long run.
A Thunder Shield's elemental resistances really help boost Gogo's survivability, but it's best to stick a protective Relic on there nonetheless.
If you go with Muscle Belt, swap the Red Cap for a Genji Helm.
As far as Offense is concerned, Gogo should totally go with Throw for bosses and Phantom Rush for randoms.
Umaro Vigor: 62 Speed: 33 Stamina: 46 Mag.
Pwr: 198 Defense: 217 Mag.
Defense: 158 MBlock%: 15 Absorbs: Fire, Ice Nullifies: Lightning Yes, Umaro's stats are pretty good, but it's a shame that we can't really take advantage of them.
Umaro's Defense is above average, but the flip side of the coin is that you'll want him in the Front Row to deal better damage with his Fight attacks.
Magic Defense is obviously sub-par here: Better than the likes of Gogo and Sabin and even Stragoto be fair, but sub-par nonetheless.
The ability to absorb or nullify the three basic elements is great, but on the offensive, Umaro is both strategically unfit and too weak to make a good party member, even with the previously named advantages.
Umaro is still superior to a Magic-less Relm or a poorly raised Gau, though.
When you're best in slot fire mage relics prepared to tackle the final dungeon, you can fly over there.
What does 'fully prepared' mean?
Check out the sections for each character for more detailed advice.
After all, it's likely not every character knows a spell, and you will want to respond ASAP to fallen allies.
Buy some s, s and s in the Albrook Weapon Shop.
They make great ammunition for Shadow and Gogo to Throw against the many bosses you'll be fighting.
No enemy in Kefka's Tower will ever drop an amount of Gil that's not divisible by 10.
This means that when you set the last digit of your Best poker techniques stack to 1, you'll gain a multi-target Holy-elemental attack that's as powerful as an multi-targeted level 3 spell.
The easiest way of reaching that digit is by obtaining and sellingwhich sell for 1 Gil a piece.
Team Recommendations Gau Cyan Mog Celes Best in slot fire mage relics table to the right is the best overall formation I could come up with.
Locke, Terra, and Celes are all on different teams.
I figured that Edgar was less likely than the other three to use the it doesn't go with the Dragoon set-upso this way you'll always have a place for the Lightbringer.
Locke, Setzer, and Gau are the characters that will benefit the most from the unique Relic that is the ; this way, best in slot fire mage relics of them will ever have to go without it as you can switch it around to whichever party currently in use.
The first party is focused around the Control command, although you don't have to use it in order to make the party effective.
You can Control monsters with Relm and Steal 'til you drop with Locke.
Strago can learn more Lores with Relm around though this probably won't be much of a concern by nowand his presence conjunction with Shadow's allows for every kind of attack you could want magical, read article, targetable single-target, non-elemental multi-target.
Besides, the Thamasian Duo will appreciate fighting in the same party, right?
And maybe Shadow, I guess.
The third party is focused around Cyan.
The poor bloke needs it, to be honest.
Gau can move automatically during boss fights which are the only fights where SwdTech will be useful without the Quick spelland Mog will spend time in the air as well.
Set a Rage on Gau, have Mog Jump, Celes perform a spell, and maybe a monster will use a spell to follow up; Cyan should be around Eclipse and by then.
The party could use a little more targetability on the whole, but Celes can do that if you want.
It's a very defensive team too; Cyan is the only one who isn't either a 255 Defense tank or a wearer.
The second party is basically what's left.
Edgar, Setzer, and Sabin can't target very well unless you trade in offensive power; Edgar's Tools and Setzer's without the are perfectly targetablebut the team consists of three of the easiest characters to use.
The Figaro brothers, plot-wise, are nice to have together too.
The above is assuming you want to take all twelve 'character' characters with you, and not the hidden characters that can't equip Espers.
You can replace Gau with Umaro if you want, and Gogo can pretty much replace any character in the teams, provided you give him the right skills and equipment necessary.
Without sufficient Esper Boosts, Gogo and Umaro will probably be the two characters you want to leave behind anyway.
Here's a quick rundown on what each of the three parties will face.
Note: Half-way through, there's a switch for party 1.
Going left or right affects the paths of all three parties, so I'll give both scenarios here.
If 1 goes left, it will have to face off against ; if 1 goes to the right, it'll have to face.
Group two will meet Ultima Buster and the Gold Dragon.
If 1 goes to the left, 2 will have to face Goddess; if 1 goes to the right, it will face off against.
Group 3 will have to defeat and the in their travels.
If 1 goes left, it will have to face Poltrgeist; if 1 goes to the right, it'll come across Fiend.
Party 1 will fight the most random encounters, but will only have to fight two bosses instead of three.
Our walkthrough has Party 1 go to the left.
Contrary to what is said above, you might not want Locke in Party 1 it'll ruin his chances of seeingand you'll want him to Steal from it.
Strago will probably want to face Fiend, so you'll want him to be in Party 1 as long as you follow this walkthrough.
If you make an alternate choice, stick him in 3.
Some graphics property of Square Enix.

Primal WoW - Mage Guide to Molten Core

357 358 359 360 361

Stat priorities, legendaries, tier set bonuses, trinkets, and recommended best-in-slot items for Fire Mages. Updated for Battle for Azeroth.


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