Explore the Seer and Blue Mage jobs in Final Fantasy Tactics A2. Learn about their powerful active and passive abilities, requirements, and strategic uses.
This section details abilities for the Seer and Blue Mage jobs in Final Fantasy Tactics A2.
SEER
With skills to restore magick power, this is among the most potent jobs to which a Hume can aspire. Requirements: 4 White Mage Abilities, "The Cat's Meow" Quest Complete. A mix of the intermediate skills of the Black Mage and the White Mage, they are quite useful, but not as useful as a fully fledged Black Mage or White Mages. Plus, they have a pretty cool attack, listen to them, or they will smack you with their book.
High Magick
- Cura — 200 AP (Battle Folio) - Active: Magickally restore a large amount of HP. Deals damage to undead. This is the only cure spell that your seer is going to get, so you might want to make use of it. They don't have access to Cure or Curaga, so be careful.
- Esuna — 200 AP (Urutan Annals) - Active: Magickly purge the target of debuffs. Not upstanding to the White Mage big brother of this spell, it has many practical uses on the battlefield and will remove most of the debuffs that you are going to encounter on the battlefield.
- Raise — 200 AP (Veil of Wiyu) - Active: Magickally revive the target, removing KO. Deals damage to undead. Useful if you don't have access to the Re-Raise or Auto-Raise spells, this is going to make sure your troops don't stay down. Remember that they will come back on HP Critical and not half or full health.
- Fira — 250 AP (Mage Manual) - Active: An improved verson of Fire. Deals even greater fire damage to its target. Their fire offence magick skill, this is the strongest level of Fire you can use with the Seer.
- Blizzara — 250 AP (The Arnath Glyphs) - Active: An improved version of Blizzard. Deals even greater ice damage to its target. Useful because this is the strongest Ice magick spell that your Seer will have access to.
- Thundara — 250 AP (Enavia Chronicles) - Active: An improved version of Thunder. Deals even greater lightning damage to its target. The final magick, this is the strongest Thunder spell you've got, you don't have Thundaga.
- Recharge — 350 AP (Tome of Ending) - Active: Absorb the latent mist in the air. Restore user's MP. Very useful first round since you are going to need a lot more MP for your Seer if he or she is going to use those spells. They aren't very powerful, but they do suck up more MP than you can regenerate per round, so keep that in mind.
- Magick Frenzy — 550 AP (Edaroya Scriptures) - Active: Damage units in a small area with a combination of magick and physical attacks. Does damage like Fira would, but the difference is that its damage will target the Defence Stat of the enemy as well as their Resistance Stat. Useful against enemy Mages and Fighters since they lack one or the other. You can easily avoid this if you have your Fighters learn some Magick, giving them a bit more Resistance.
Reactions & Passives
- Replenish MP — 350 AP (Black Robe) - Reaction: Gain MP equal to damage taken. If you run low on MP and like rushing the Seer to the front lines, this is quite useful. An uncontrollable Blood Price as it were, but the problem is that you might need to look at the Health Point bar of the user before ending him into the front lines.
- Pierce — 200 AP (Red Robe) - Passive: Spells cast by the user are unaffected by REFLECT. A pretty pointless ability because it isn't very often that your enemy has the Buff of REFLECT on their units, and even if they do, your melee fighters will make sure that they aren't a thorn in your backside.
- Ribbon-Bearer — 300 AP (Orb of Minwu) - Passive: Enables the user to equip a ribbon, regardless of their current job. A useful ability if you can get hold of the orb, this allows you to have a ribbon, which basically prevents a lot of debuffs on your character. Its use is for those who cannot have a healer on the battlefield, either due to the law or it simply isn't practical.
BLUE MAGE
These peculiar mages can learn the abilities of beasts and monsters, making them their own. Requirements: 1 Black Mage Ability. Blue Mages again warrent a guide of their own, they have 20 learnable skills, which I find is rather small, compared to the amount of monsters in the game and the amount of abilities that would contain overall. Anyway, Blue Mages need to learn their skills with the Learn Passive ability equipped. Without the Learn ability on the Passive Slot, the skills that can be learnt by the mages would not be learnt. If you have the complete set of the Blue Mage abilities, you should use them as a secondary set of abilities, in addition to your job's abilities since these are EXCELLENT support abilities. They can easily change the battlefield with a blink of an eye, so make sure these guys are one of the playing cards in your hand. To learn these abilities more quickly, you need a Beast
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