Question:

FF-X Sphere Grid suggestions?

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You know that sphere grid on the FF-X for ps2? Are there certain abilities or other spheres that aren't worth getting or worth skipping over? Suggestions? For each character.

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  1. Actually you dont have to follow strict rules if you plan to beat dark aeons later. To do that you'll have to erase all your progress switching fields with thier better verions at the very end of the game ( eg' + 200hp->+300hp), then going trough whole sphere grid with each character. Keep on mind to develop characters in this way +/-if you want to beat game without problems:

    -Tidus follow route thats based on strenght and agility

    (haste, hastega etc spells), then can switch to yuna's route (healing magic)

    -Yuna's aim are mp and magic defense fields (and all healing spells, till you reach holy)

    -Auron gets strenght and def bonuses and Break spells

    -Lulu go for offensive magic till Flare and Ultima

    -Rikku should get shortest way to thief, bribe, master thief etc

    -Wakka should get accuracy bonuses then might switch to Aurons route

    -Kimahri as dragoon type of character may take any route, i haven't been using him much, using him as offensive mage hovewer might make few boss battles easier.


  2. Well....Tidus does not really need to know black magic, neither does yuna. Kimahri really does not need to know white magic. I would say that the magic defense spheres are the most useless. You get soooo many of them at the end of the game.  

  3. It's totally up to you to who gets what kind of things such as who gets white magic, black magic and so forth, but the things you should not skip are the health, defense or the luck because you may need those for the future fights.

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