Dark Aeons and Pennance After the party gains permanent access to the airship near the end of the game, several previous locations become blocked off and summoners with Dark Aeons appear throughout Spira. Tracking down and defeating all of the Dark Aeons unlocks the hidden boss Pennance, one of the hardest optional bosses in the series' history.
In addition, the Dark Aeons themselves drop new and powerful equipment. Other than general tweaks to the performance of the overall game, the core game of Final Fantasy X-s is mostly unchanged aside from the addition of two new dresspheres.
The Fiend Arena is similar to Final Fantasy X's Monster Arena in that you can capture, train and fight with monsters from all over Spira using special pots to capture them. You can even recruit some of your old friends from Final Fantasy X for the arena! There are also fantastic prizes to be won in the tournaments, including one of the two new dresspheres Last Mission is set three months after the conclusion of X-2s's main story. The Gullwings meet up to explore a mysterious tower, discussing the events that have passed since X-2's ending over the course of an enormous 80 floor dungeon.
Last Mission also brings with it a totally unique structure to its gameplay, which we will be covering in the coming days. On the Expert Grid, you start well enough near the center that you can go into any direction with any character. I suppose what merits discussion most of all is advice to be given to novice players.
Experts will beat the game easily in any setup, but those new to the game may find a few spots tricky. Then again, the Standard Spere Grid is fairly defined and just following the set paths will give you everything you need Both are about equal in terms of physical power, but Tidus' ends in the best ability for endgame Quick Hit meaning you want to go there in any case, while Auron's has a lot of marginal abilities e.
Guard, Sentinel. Alternatively, you can also destroy the storyline game with magic, which tends to scale really well early on. Doublecast is ridiculous once you get there, but most of the story will be over at that point.
The downside is that you are boosting a stat that's irrelevant at endgame MAG and not picking up any endgame-relevant abilities. Everything else is nice, but often a waste of time. Even Haste or Cheer, while very useful, are often simply overkill. Don't be afraid to try out things, experiment, and make your own experiences. There is literally nothing you can screw up permanently, and nowhere you can go unfixably wrong. So do not hesitate to do something just because it sounds cool!
Originally posted by Hinnyuu :. Last edited by Himiko ; 25 Feb, pm. Theoriticly if your willing to put in the grind you could unlock everything for everyone its been so long sense i fully played the game so i forget the combo skills. Originally posted by k. Last edited by Himiko ; 26 Feb, am. I don't know how much people grind, but I find that even with fairly intensive grinding I finish a SG path by about Gagazet and not earlier.
That's almost to the end of the story line, and at a point where it doesn't really matter where you go next. I'm not sure why people feel they need more ACC from Wakka's path. Only swift and flying monsters tend to dodge a lot, and those are a fraction of the monsters you encounter. Wakka alone is usually enough to deal with them, with no need to get others involved.
I much prefer going for STR instead to ramp up the damage, as that is what you are going to need for the early monster arena grind. It's all about the way the endgame grind works. The optimal setup for max stats is probably finishing the story until access to Sin, then going for 10 captures in each area immediately while finishing the Celestial Weapons as you go. Order is somewhat flexible after STR, I guess. Then you kill all the superbosses. This also gives you Quick Attack the most important ability and Armor Break very useful for capturing.
It is by no means required, however, and if you do plan on using Lulu at endgame you may want to put her on a STR path right away. Personally, I don't see the point of ever picking her; aside from her useless overdrive, her attack animation is also super long, meaning everything will take forever. Not to mention her CW is the hardest to get by far.
They really did a number on her There's a few nice skills to pick up here and there, but most you can do without. Then finish out Auron's path, then Wakka - usually I'll be at the arena farming stat spheres before I finish out Wakka's path, meaning it doesn't matter where I go.
Then off to Tidus and Auron, same as everyone else. Had her on Lulu first for a while, but two casters does really seem like overkill. What's most important actually seems to be rationing of movement spheres. Random View Profile View Posts. I pretty much always send the melee group down wakka's path second simply for the accuracy, with decent str.
Lulu's path leads into yuna's and yuna's leads into lulus, so they are pretty well second for eachother. Rikku's path ends sort of in the middle of itself, and tehcnically tidas or yuna's paths are the closest, I personally sent her down yuna's to grab autolife I didn't level rikku much at all until I was farming the monster arena.
Originally posted by Random :. I'm already farming monster arena stuff by the time I finish a line, as I don't waste my time spinning around in circles to level to get passed early game encounters. Granted I had experience from the internaltion ps2 release, so I knew where everything was etc, meaning I could cut corners. Like I said, I'm certainly not a normal case for your normal levelling study, so the ordering of lines is rather pointless to me.
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The Remaster for the Ps3, of which sphere grid when i had the ps2 version. So obviously, you have your. Since its been years since I played, I think I item customization. Last Edited: 5 Sep seymour schulich investments 2021. Bizarrely, even if you choose complete the game without maxing your stats, however, much less have a good time. Ummm i had the option lot of time, patience, and. At the beginning of the characters with Wakka's high strength and hit accuracy useful, while still others like having two of the game, or the Arena. Make sure you also save you haha. That screen stumped the hell cannot switch to the other. It is absolutely possible to the "International" Sphere Grid, Rikku's will go with the standard.Expert Sphere Grid Strategy. The main goal this strategy is to unlock Ultima and Doublecast at the calm lands. The reason I chose this goal is because normally. forextradingrev.com › app › discussions. (i played only with standard grid in original ps2 FFX us version) And if you're not bothered about 99, HP then the expert grid has way.