Anyone taken on New Game minus yet? I'm wrapping up my playthough now (just about to go to final dungeon or do high level marks)
Here are some tips and thoughts from my experience.
- Machinist will be your primary damage dealer due to guns ignoring defence, and not factoring stats in damage calculation. But how powerful can they be? You'd be surprised. With berserk gloves (found in very north zone of estersands, accessible after Raithwall) they attack fast, and hard. With full HP and focus augment, they get 1.5x damage multiplier, and with critical health and adrenaline augment, they get 2x damage multiplier. Against trash mobs in Pharos, some shots if weaknesses were hit were doing over 40k damage on a critical hit. normal shots were doing 15k+ with Mithuna gun.
TLDR; Machinist is strong as fuck... use one.
- It's not critical, but highly advantageous to ensure all characters are able to access lots of HP lores. Job combos will likely be much different here than in your normal playthrough due to survivability.
- Mages are still fairly powerful, so having a couple of offensive mages isn't a bad idea, especially against bosses that are resistant to gun damage. Using elemental staves gives 1.5 damage boost, so collect them all and use them.
- Potion/Remedy/Phoenix/Ether lores are really important in this run. For what it's worth, Black Mage/Archer combo gets access to all lores at max level, making them one of the most versatile characters - use a Pheasant Netsuke and all items restore for 1.5x.
- You can make the Arcturus gun just before Raithwall if you know what to collect. It's silly powerful and will make your gunner badass up until late game. You can't make Mithuna until Reddas joins, so after Giruvegan. You may want to skip making Arcturus this early if you want more of a challenge.
- Here are my job combos that I used before I knew what I was doing, and how I would change them:
-Machinist/Knight - this is the absolute best combo for your gun user. Using knight gives access to adrenaline and infuse - infuse drains your MP and gives 10x that amount to your HP. Using Basch (I used Balthier, which I would change if I did it again) who has 34MP, he will get 340HP using infuse, so once his max HP reaches 1700, using infuse will instantly put him in critical status, to take advantage of adrenaline. Have a gambit set up to use infuse, which will not activate under berserk, so simply remove, and re-equip the berserk glove any time you need to put the gunner in critical. This of course will make you rely on "self HP" HP restore gambits since you don't want AOE healing.
- Shikari/Red Mage - This will be your main tank- I used Ashe. Since they can equip Main Gauche (50 evade) and shields, it makes sense, plus the wide range of spells - especially green magic, means they can self buff with decoy, reverse, etc. Damage late game will be non-existant, but that's not what they are there for. You want this character to keep the mobs off your damage dealers. They also get 3x potion lores, so they can heal 1200+ hi potion and 4200+ x-potion with Pheasant Netsuke.
- Shikari/White mage - I used 2 tanks since I figured there would be times when my main tank would die, and it would be easier to swap to a new one rather than revive and re-buff. I gave this to Vaan, and in hindsight, I didn't need it, and do not recommend. Instead, I would use Vaan as my main tank, but give him Shikari/Red Mage so I always have a stealer on the front lines.
- Monk/Black Mage - Penello was my main offensive mage, and was mostly useful, but monk doesn't get all the lores that archer does, so I relied more on magic at this point.
- Archer/Black Mage - Sounds like a strange combo, but I highly recommend it for the versatility. I used Fran here, and it was a fluke, as I wished I hadn't taken an archer at all, but then ended up loving it due to the lores. However, once monk got access to bravery, I stopped using fran and mostly used Penello to give brave to my gunner.
- Bushi/Time Battlemage - Gave this to Basch because I gave him bushi initially then realized I had screwed up. I pretty much didn't use him at all which is a shame. There was just no room with his lack of offense. Doing it again, he would be primary machinist. Knowing what I know now, I would have given him Knight as his second job, so he could wield Karkata and confuse enemies. Although truthfully I'm not even sure I would have used that as my group was pretty powerful already.
It's been a fun challenge, if a little easy. A guide I referenced was based on just the IZJS, and of course much of the strategy they suggested was unnecessary, and I felt too overpowered, even at level 1. A real challenge would be no guns... not sure if it would be possible- maybe with focus on magic, and use quickenings when magic is not available.