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Brynite
06-20-12 10:51 AM
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Jordanv78
06-20-12 11:50 AM
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Saint Six

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Law Loopholes

 
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06-20-12 10:51 AM
Brynite is Offline
| ID: 604714 | 264 Words

Brynite
Cooliogb
Level: 25


POSTS: 5/121
POST EXP: 8322
LVL EXP: 88910
CP: 4165.9
VIZ: 208618

Likes: 0  Dislikes: 0
There are ways to counter laws from the judges if people haven't figured out already.
1) Even if you have no other a-ability than , you can use your reaction skills to damage opponents.
2) is child's play to a Beastmaster, it could control the monsters and have them fight each other off. If the last one can't hurt itself, you should use #1 above.
3) KO'ing one of your units in a enemy&self-damaging move, such as backdraft, bodyslam, self-destruct etc., will let the judge avoid giving your unit a card, since they are KO'ed. Be careful that they don't have auto-revive, as once they come back to life, they will receive a card depending on whether or not your unit KO'ed your target as well.
4) As some laws already state, using weapons with elemental attributes rather than elemental a-abilities work.
5) A Red Mage's doublecast is by far the most useful way to counter laws, because the action can use any skill in its range and no law whatsoever will hinder it other than and .
6) Cid! Having Cid in your party's roster (whom you unlock with 300 missions) can use a skil called Abate, in which he casts a Time Mage's stop on the judge, and during that time you can break any laws! Like a temporary Jagd without the risk of losing your characters forever!
7) Perhaps the most obvious than #4, antilaws always help you out.

I covered most, if not all of them. If you find any other ones feel free to comment below.
There are ways to counter laws from the judges if people haven't figured out already.
1) Even if you have no other a-ability than , you can use your reaction skills to damage opponents.
2) is child's play to a Beastmaster, it could control the monsters and have them fight each other off. If the last one can't hurt itself, you should use #1 above.
3) KO'ing one of your units in a enemy&self-damaging move, such as backdraft, bodyslam, self-destruct etc., will let the judge avoid giving your unit a card, since they are KO'ed. Be careful that they don't have auto-revive, as once they come back to life, they will receive a card depending on whether or not your unit KO'ed your target as well.
4) As some laws already state, using weapons with elemental attributes rather than elemental a-abilities work.
5) A Red Mage's doublecast is by far the most useful way to counter laws, because the action can use any skill in its range and no law whatsoever will hinder it other than and .
6) Cid! Having Cid in your party's roster (whom you unlock with 300 missions) can use a skil called Abate, in which he casts a Time Mage's stop on the judge, and during that time you can break any laws! Like a temporary Jagd without the risk of losing your characters forever!
7) Perhaps the most obvious than #4, antilaws always help you out.

I covered most, if not all of them. If you find any other ones feel free to comment below.
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Registered: 02-06-12
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(edited by Cooliogb on 02-10-13 07:00 PM)    

06-20-12 11:50 AM
Jordanv78 is Offline
| ID: 604740 | 38 Words

Jordanv78
Level: 190


POSTS: 2469/12281
POST EXP: 809836
LVL EXP: 95659746
CP: 78618.7
VIZ: 577650

Likes: 0  Dislikes: 0
Great job on the tips man! It's always nice when people post threads like this to help people out in case they need it. If you find any more tips for this game, feel free to post them.
Great job on the tips man! It's always nice when people post threads like this to help people out in case they need it. If you find any more tips for this game, feel free to post them.
Vizzed Elite
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Registered: 10-16-10
Location: Chicagoland
Last Post: 2418 days
Last Active: 2391 days

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