Not a bad party at all, the RM can become a more durable, but limited BM in this case and you still got the ever useful Knight on point. Lack of particularly strong high level Black Magic might be a problem for large groups and in the remakes, RMs don't have as much damage either.
Really? Maybe in the early game, NES you got another Silver Sword user and RMs have more value then, but anyone new to the game should see comfort from start to finish: RMs fade away after that and you become lacking in higher level offensive magic.
I'd rather point a new player to the industry standard Fi/Th/BM/WM
Lots of low-level magic after class change, and RM/WM bring enough healing to help soften the burden of the midgame defense problem. This party will do just fine. It'll have to dig a bit deeper than conventional parties to find its endgame strength, but with all that white magic it will have plenty of time to do it.
A new player would learn the most about the game with this party. Fighter and Red Mage would make up your two tanks in the early part of the game. Then come class change, you see how the ninja changes into a powerhouse and replaces the red mage as a tank. Also, throughout the game a new player would see the red mage can learn white magic just as the white mage, but the white mage has some powerful spells that the red mage cannot learn. The only useful black magic spell a red mage can't learn is the end-game nuke and I don't think someone new would care a lot about that.
This party would have the most surprises and amazing parts. It's also really balanced, having two tanks throughout the whole game and lots of healing/offensive magic.
Thinking about reloading my current iPhone game with this party. Early game physical acceptableness, fire/ice caves might pose a problem if ya don't level the RM to where he can use FIRE2/ICE2 spells. Once ya get beyond that.... you'll be using items for most of your casting anyway. Late game, the ninja gets the only two important late game bm spells (IMO, haste / temper).
Last time I beat Final Fantasy NES was with this party, I tried this party for the change of no Black Mage but still having access to Black Magic and I Voted up because I like this party.
Gaaaaaaaaaaa wheres the black mage! This is the party I originally used, I can not believe how much I missed out in the black magic section. This party works, and the red mage can provide some decent weponry, but it excludes some of the best spells.
This was my first party on the NES version.
It's not terrible, actually.
IMO this is the second most balanced party
Pritty good
Not a bad party at all, the RM can become a more durable, but limited BM in this case and you still got the ever useful Knight on point. Lack of particularly strong high level Black Magic might be a problem for large groups and in the remakes, RMs don't have as much damage either.
This is probably the party I would recommend to anyone who is new to the game.
@Ruzlok
Really? Maybe in the early game, NES you got another Silver Sword user and RMs have more value then, but anyone new to the game should see comfort from start to finish: RMs fade away after that and you become lacking in higher level offensive magic.
I'd rather point a new player to the industry standard Fi/Th/BM/WM
Lots of low-level magic after class change, and RM/WM bring enough healing to help soften the burden of the midgame defense problem. This party will do just fine. It'll have to dig a bit deeper than conventional parties to find its endgame strength, but with all that white magic it will have plenty of time to do it.
A new player would learn the most about the game with this party. Fighter and Red Mage would make up your two tanks in the early part of the game. Then come class change, you see how the ninja changes into a powerhouse and replaces the red mage as a tank. Also, throughout the game a new player would see the red mage can learn white magic just as the white mage, but the white mage has some powerful spells that the red mage cannot learn. The only useful black magic spell a red mage can't learn is the end-game nuke and I don't think someone new would care a lot about that.
This party would have the most surprises and amazing parts. It's also really balanced, having two tanks throughout the whole game and lots of healing/offensive magic.
Thinking about reloading my current iPhone game with this party. Early game physical acceptableness, fire/ice caves might pose a problem if ya don't level the RM to where he can use FIRE2/ICE2 spells. Once ya get beyond that.... you'll be using items for most of your casting anyway. Late game, the ninja gets the only two important late game bm spells (IMO, haste / temper).
Last time I beat Final Fantasy NES was with this party, I tried this party for the change of no Black Mage but still having access to Black Magic and I Voted up because I like this party.
Red mage sucks dick man take that shit out and put a black mage in that set up.
Then you have the best set up.
Gaaaaaaaaaaa wheres the black mage! This is the party I originally used, I can not believe how much I missed out in the black magic section. This party works, and the red mage can provide some decent weponry, but it excludes some of the best spells.
This is my current party!
I chose it 'cause I wanted a Red Mage for both magics but I also wanted strong weaponry.
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