So I decided to start a Four Job Fiesta playthrough of Wild Arms XF, inspired obviously by the FF5 thing. This is possibly a bad idea because
(a) XF more often expects you to use certain jobs to overcome obstacles, and
(b) XF is much harder.
But I've never turned down a crazy challenge before! So yeah, I can only use one job from each of the four unlock points. I'm also only using plot PCs this playthrough because I leaned so heavilly on generics last time. I decided TONY counts as legal to fill a slot. Because Tony is awesome.
Anyway, as my first job, I got
Fantastica. No damage for me!
1-1 (road): Trivial.
1-2 (gatehouse): Formation Arts let me kill the boss. Fantasticas are actually really good at these (1.1x power before defence due to their L5 ability, 1.5x damage after defence due to their armour).
1-3 (Poliasha) [1 reset]: I try to fight this fairly and get annihilated, no shock. So I actually make use of Object Attack and run away exactly like you're supposed to.
1-4-A (prison stealth): Not much to say here.
1-4-B (prison rescue) [5 resets]: After trying and trying to win this with just Fantastica I eventually give up. Not reasonably doable with no way to blitz and no way to heal the villagers. I allow myself to use Dandelion Shot and things get easy, Rob Turn Slow Down Rob Turn Rob Turn on the boss.
1-5 (jelly blobs): I let myself use Elementalist so that this doesn't take years.
1-6 (Samille and El Jackson) [1 reset]: As above, since I want some sort of ranged attack for the cliff. I still lose once due to making an error and no revival and El Jackson being a big jerk. TONY is awesome here.
1-7-A (collapsing shrine): Pretty easy, go up the side with the Elementalists because they die quickly to bell physicals/formation arts.
1-7-B (Levin rescue) [5 resets]: Again, I don't think this is doable with just Fantastica. It's almost impossible for Levin to win with just four berries and mediocre damage. Maybe if I'd bought a lot of gems, but I'd saved between the last fight and this and couldn't shop. Eventually I give up and let myself use Elementalist.
1-8 (Magnus) [1 reset]: Careful, careful. Using nectars lets me not get destroyed by the boss but I still have to be careful since he hits pretty hard even to near-full VP.
At this point, I get my second tier of jobs! Obviously at this point I badly need more damage, so maybe I'll get Sentinel which provides it! Or Sacred Slayer and its amazing healing/utility! Or maybe Geomancer and its decent attack/durability! Nope.
Excavator. I am getting trolled.
I can haz mobility!
1-9-A (detector): Well at least I can do this map without cheating! Yay Excavator!
1-9-B (Mathis) [1 reset]: So. While I rag on excavator some, it does have one neat trick, Switch. Mathis is borderline indestructable due to 550 res and Hard status. However, Fantastica's Feeble Mind can drop his MP to, then Switch can kill him by switching his HP and MP. Yay! One reset as I get blitzed during setup by his speed.
1-10 (Rupert): Okay, last playthrough I mocked the hell out of this battle. It got back at me this time and I almost lost. I can kinda see why it's easy; if you don't hire generics you only have 3 PCs! Anyway, some strategy errors reduces me to soloing the last two enemies with Clarissa. Slow Down + Feeble Mind + Switch kills Rupert, who has no skillset for this fight.
1-11 (puzzles) [2 resets]: Excavator's a good choice for the puzzles anyway, though I do screw up and lose once. Against the fairylights at the end, I die once because they're so fast and my offence/durability is poor, especially split up. Play it more carefully not letting myself be swarmed and it's fine.
1-12 (paigeols): Rush, Slow Down, Feeble Mind to take out each paigeol one at a time, then Switch to kill them through their godly defences.
1-13 (rhinos): Combination Arts! Yay! Suddenly slingshots (excavator weapons) become useful due to being able to activate CAs at 5 range. Game-changer! Not too much to say about this battle, other than I surround and protect anyone who gets petrified, since I have no way to heal it, all my ranged options mean the gremalkins aren't too scary.
1-14 (town defence) [4 resets]: Well. Not only does this battle repeatedly kill me, but it takes a long time to do so as I'm able to slow the enemies somewhat but never totally stop them. Eventually I give up and use Elementalist, my usual bailout class! This gives me the offence I need to win. Though I still get one last reset. Slow Down really helps with buying time to kill the hateful Geomancers, good position helps blocks berserkers, Rush helps me get in position while doing useful things.
1-15 (zombie invasion) [1 reset]: Brutally long fight, I pack nectars for the first time since 1-8. The first few enemies get killed by Slow Down then combination arts, and are easy enough to take out one or two at a time, healing as necessary. Then comes the swarm of nine. On the winning run I camp on the cliff and systematically nuke the MP of the elementalists (the sentinels can't climb up), then kill them with Switch and take out the sentinels with slingshot combination arts. Highlight of the fight was using Switch on my own PCs to regain MP after I'd neutralised all HP damage threats.
1-16 (Black ARMs) [1 reset]: Tricky fight to control. Stronach can be baited into attacking PCs pretty easily but most of his men prefer to go after townsfolk who die in 3-4 hits. Like the more infamous prison fight there's a particularly frail old man and a sentinel who likes to go after him, so slowing her down is key. Still, lots of fronts to control, and I do almost lose until I realise I can heal each townperson once with Switch! Pretty awesome. It's not perfect due to 3 range but Rush does help. Anyway, close fight but it means chapter 1 is done!
***
I also started Blue Dragon. Not much to say so far, still early. Except that Shu is poised to break records for stupid RPG mains and that's not something I say lightly.