Where to find final fantasy 13 weapons




















As a result, I'm counting out the Feymark , as it makes him a useless Commando, and the Sacrificial Circle , because it will greatly lower his capability as a Sentinel due to dropping his HP. The Umbra is too situational with its Improved Ward special property to be worth the lowered stats, as is the Paladin.

Frankly, Snow is survivable enough as it is, and he doesn't need to sacrifice strength and magic to improve that. It lacks special properties, but it's his most balanced and reliable weapon.

As a result, it's a great choice for Snow to keep throughout the game. This is a great weapon for a Commando or Sentinel Snow, but it will limit him as a Ravager to being most effective with elemental strikes.

It has the balance of the Wild Bear but lower overall stats; however, it has the Critical: Power Surge ability, which will greatly increase Snow's stats when his HP reaches critical levels. This makes it an interesting choice for Snow. It might just be worth it, especially if Snow isn't your party leader, so give it a try for yourself. Hope Hope is the best Medic in the game , winning out over Vanille due to a higher potential magic stat and his superiority in other roles.

He is also the second-best Ravager as mentioned in the Lightning section: he is the only character who receives Firaga, Blizzaga, Thundaga, Aeroga, and Waterga all together. This makes him the best magic-based Ravager, but he lacks elemental strikes, which makes him less useful against magic-resistant enemies.

He is also the second-best Synergist , losing out to Sazh only because he learns Haste late and cannot learn Vigilance.

As a result, Hope has absolutely no need for strength. That means we can count out any of his weapons that sacrifice anything at all for increased strength; this includes the Airwing and the Simurgh. Hope also has the absolute lowest HP of any character, by quite a bit, which makes the HP sacrifice of the Malphas an unwise trade-off. As he is such a good Ravager, Alicanto is a waste, due to Stagger Lock. Ninurta lacks any distinguishing qualities whatsoever except for balanced stats, and as stated before, Hope doesn't need balance, he needs magic.

This leaves the following: The Hawkeye is for pure magical power. In my opinion, this is the most important thing for Hope to have, which makes the Hawkeye the best weapon choice for Hope. It lacks special properties, but it's hard to ignore just how much this boosts his already-high magic stat.

Its second tier form, the Eagletalon, gives him a whopping magic, and that's only second tier. I don't personally think it offsets the difference in magic from the Hawkeye, but it remains a great choice. Vanille Vanille is the best Saboteur in the game , winning out over Fang due to increased magic and the Death spell. She also makes a fantastic Ravager and Medic, though Hope outshines her in both roles.

As a Ravager, she lacks some of Hope's versatility, as the only third tier elemental spells she learns are Firaga and Blizzaga, and as a Medic, she has lower magic, and thus less healing power, than Hope. As she will likely spend a lot of time as a Ravager if she is in your group, the Stagger Lock on the Heavenly Axis is unfortunate. Mistilteinn is interesting, as it will increase her strength and magic if an ally is KO'd, but as you'd likely rather avoid a KO, especially if Vanille isn't your party leader, I'm going to leave it out.

If your Vanille is all about magical power, you can't go wrong with this one. However, Vanille, like Lightning, has some of the best special properties to her weapons, so the Pearlwing Staff is less than ideal for Vanille.

It has much lower stats than her other weapons, though. Why is it here? It has a very interesting synthesis group: High HP. That means that she can somewhat make up for the Healer's Staff's weakness simply by keeping herself healed and wearing the right accessories! Nonetheless, this may lock you into certain accessories, limiting her versatility.

Combine that with its quite decent magic stats, and the Belladonna Wand shines as the best possible weapon for Vanille. Plus, this weapon's second form, the Malboro Wand, is necessary if you wish to use Death to get the Growth Egg early and farm Adamantoises. Fang Fang is the best Commando in the game , winning out over Snow because of her incredibly high strength and the massive strength bonus she can get from her weapons.

Fang is also a very capable Saboteur and the second-best Sentinel, losing to Snow because he has so much more HP than she does. Surprisngly enough, once she has access to her non-innate roles, Fang is a very good Ravager.

She gets all of the elemental strikes, as well as Waterga and Aeroga. Simply put, Fang is a fantastic character all around. As you might expect, this makes choosing a weapon for her difficult. The Bladed Lance is good, but not good enough to keep up with the rest of her weapons. The Partisan is too focused on magic to do justice to Fang's versatility. When a weapon is mastered, you may use this catalyst to upgrade it into a new weapon. The first chapter in which the weapon can be purchased, found, or upgraded from another weapon.

Physical Wall. Omega Weapon Lv. Omega Weapon. Axis Blade. Attack: ATB Charge. Je t'en prie. You might want to check out Character Roles and Proficiency before reading on, because a lot of the weapons I discuss correspond to the analysis that lies there.

If you're cool just taking my word for it then it's not necessary reading - it's just to let you know there's method behind the madness. Lightning's weapons are actually pretty duff, compared to everyone else's, seriously; it's picking the best out of a bad bunch.

The Lionheart is one of the few turds of her arsenal that Square attempted to polish - whilst its stats are paltry, it does have Quick Stagger , which is great if you have any other team member using a weapon with Stagger Lock likely Fang, Sazh or Snow.

Quick Stagger is a great ability to have if you use Lightning primarily as a Ravager, which - during storyline gameplay, anyway - you probably are, particularly if you combine this with speed enhancing accessories. And if you're hellbent on using Lightning post-storyline gameplay I can't even muster up anything else to say about it, like, I don't know why you would want to go for this when there are so many more efficient Commandos for this kind of situation but whatever, don't say I don't cater to your whims, amigos.

During storyline gameplay, the Vidofnir looks pretty snazzy. But come on - it takes about 10 seconds to switch back to Synergist and reset those buffs, so don't let that sway you. The Hawkeye has the strongest Magic boost, and has a better longevity than the Vidofnir, because let's be real, you'll be dealing with battles quick enough to not have to bother with trying to get buffs to last longer.

Fang is primarily a brawler, so you want a weapon that boosts her Strength stat. The Taming Pole is the second strongest of Fang's weapons, but the deficit of 41 can easily be made up with Accessories. The only spear stronger than it is the Dragoon Lance, but that totally negates Fang's magic stat, ergo, Taming Pole is the best choice for Fang during both storyline and post-storyline gameplay. The only downside is it comes with Stagger Lock , but that flaw is largely ineffectual; Stagger Lock may as well be non-existant when you have other party members without it.

Besides, it isn't the Commando's job to be trying to Stagger, so don't let that put you off. I mentioned above that the Taming Pole was technically Fang's second strongest weapon - this is the first.

But whilst the Dragoon Lance does carry a higher Strength stat boost, it also has Fettered Magic impairing it. Oh, and during storyline, you'll definitely need to be making use of her Saboteur skillset.

So why have I even bothered putting this on the page, you ask? Same as the previous two, but for both Physical and Magic damage.

Accessories: Kaiser Knuckles. Effect 5 Items only : Ethereal Mantle. This ability makes you completely Immune to Physical Damage, but you won't be able to receive healing from healing spells Items and Eidolons invocations can still heal you.

Accessories : Magistral Crest. Effect 5 Items only : Magic Damper. This ability makes you completely Immune to Magical Damage, but you won't be able to receive healing from healing spells Items and Eidolons invocations can still heal you. Also known as "RIC" from its initials, this ability allows you to instantly take the enemy on the Stagger point with one hit.

There is a 0. This ability works only on enemies with a Level lower than 50! This ability doubles the Gestalt-filling and TP-recovery rates. Note: this is the only case where a Synthesis Group gives two distinct abilities when you add more items, instead of just "upgrading" the ones available with less items. Effect 4 and 5 Items only : Vampiric Strike. If only the accessories of this group were remotely useful in battle, this would be a great ability to get. Sadly, it's not the case.

Weapons : none. Accessories: generically speaking, all the accessories associated with elemental resistance of a specific element. For the other two, only the three [Element] Rings and [Element] Charm. This ability increases the elemental damage inflicted by the specified percentage. Accessories : generically speaking, all the accessories associated with ailment resistance of a specific ailment.

Introduction In this page you can find info on the Weapons and Accessories from the a "gameplay usefulness" perspective. Hide ads.



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