Gambits
Full Condition Gambit List
Gambits are a new thing to Final Fantasy XII. They are the backbone of the gameplay itself. Gambits are used to create a list of what you want your party to do at any given point in time. These gambits are pre-programmed commands that instruct the characters to react automatically in a pre-determined manner, when faced with a specific situation. Basically, you can set your gambits, and not really do much of anything for the rest of the fight!
There are two different parts of the gambits, that you should become very familiar with. There is the Condition Gambits, and reaction Gambits. Condition gambits are basically the cause of the reaction gambit being performed. There are three types of Condition gambits: Ally, Foe, and Self. So for instance if you wanted to set it up, to where you can bring back a KO'ed person, this would be what you would need:
If you placed this combonation of Gambits at the top of the list, your characters top priority becomes bringing back KO'ed players before any other command.
The Phoenix Down Gambit is what is called the Reaction Gambit. There is a Reaction Gambit for just about every single command, magick spell, technick, and attack you can think of. The combonations of these gambits can be very useful in battle, when your main character is doing their best to whack the enemy. Not always can you see what is going on, thus gambits allow your character, or other two fighters to become your eyes. If someone falls in battle, the gambit above will aloow anyone to bring that character back. You can also use Raise, and Arise in the same spot for the same effect. Healing gambits are just as important, but those should be placed under the reviving gambits. With healing gambits, you have the ability to set when the character/party should be healed. An example of this would be:
With this combonation, the casting character will not use Curaga, unless their HP drops below 40%. For normal fights, this is a pretty good % to go with. But for boss fights, and when the game gets further in, you might want to raise the % to 60%.
Once you determine what gambits you want in your character, it will be time to give them an order. What this does, is it tells the AI what gambit should be done first. So look at your list of up to 12 slots as being the most important on top, and the least important on the bottom. Here is a shot of what a set up might look like:
Ally: Any |
Phoenix Down |
Ally: HP < 40% |
Curaga |
Ally: Status=HP Critical |
X-Potion |
Ally: Status=Confuse |
Attack |
Foe: Status=Haste |
Dispelga |
Self |
Bubble |
Self |
Decoy |
Foe: Flying |
Telekinesis |
Foe: Lowest HP |
Attack |
Self: MP < 10% |
Charge |
Self |
Libra |
Self |
Berserk |
This is just an example, and should not be taken as the best. It just shows the order for one of my characters. If you wanted to make a fighter that focuses on just the fighting, then you can set the attack commands to right below the Phoenix Down gambit. There are so many different combonations, that it is just mind boggling what you can do.
Also you can shut off a characters gambits, by hitting the yellow G found in the command menu. This is a good thing to do in some places, as it allows you to take manual control of your characters actions, or avoid automatically going into battle, when you do not want to. Give it a shot, and see what you come up with. I assure you, once you get the jist of gambits, you will want all other titles to have it as well. (Too bad, they don't)
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