Quickenings and Espers are tools to be used in the right situations.
Each Esper has a super-powerful ‘finishing’ type move that they only do in certain conditions. Usually it’s upon the time limit of that esper running out, if it’s still alive, or some situation involving critical HP or status.
The Zodiac esper has one of the most, if not the most, powerful attack in the game. To access it, your character needs to be in ‘petrify’ status. Cast ‘Break’ on yourself to easily achieve this.
Other espers have other requirements, but it’s usually time limit up or critical HP. Each one suits a different situation best. Play with them. Figure out what works where.
Quickenings are best to be used in the second half of a boss fight. Whittle their HP down to between 20% and 50%, and you can usually finish them off with a Quickening chain.
If you’re doing crap damage, then you’re not doing it right. You need to chain them.
Just so you know, Quickenings, the Zodiac Esper, and multiple weapon hits in a single attack are the only possible ways to circumvent the damage cap of 9999.
Let me explain a little more indepth:
Each character can obtain 3 Mist Quickenings. A level 1, level 2, and level 3. Say that your ‘base’ MP is 100. If you have all 3 Quickenings learned, your MP will be able to go up to 300, even though your base is 100. (I’m using round numbers here).
Each 100 is one ‘bar/charge’ of MP.
A level 1 Quickening uses 1 bar. level 2 uses 2 bars. 3, uses 3 bars. Their power is adjusted accordingly. In addition, you can chain these attacks.
When you use a Quickening, the screen will change, and a timer will appear. Above the timer is a list of your party members. They will be either ‘grayed out’ or lit up depending on a random element. If they are all grayed out, hit R2 to ‘shuffle’. Characters able to perform quickenings will be lit up with a button next to their name.
Press this button to ‘chain’ this character’s quickening next. If the character runs out of MP, there may be a ‘Mist Charge’ instead of the name of their Quickening. If you press the button then, their MP will be restored, and they are guaranteed to be lit up for the next Quickening to chain.
These attacks are non-elemental, and the only time it won’t work is if something is immune to physical. The other great thing is that if you chain enough attacks, you’ll get a ‘finishing’ type move at the end that damages everything in the vicinity, not just your target.
You’ll have to remember that rushing into a boss fight, and immediately using a Quickening usually isn’t a good idea. Some bosses have the ability to restore all their HP once they get down to a certain amount, or unleash a powerful attack at critical HP levels. The best thing to do is to get their HP down, and then finish them off with the Quickening.
You have six characters, make use of them. If your main party runs out of MP, bring in your backups. If you use a quickening chain and your boss is nearly dead but not quite, bring in your three reserves and do a second chain of quickenings.
If you’re out of MP, use the ‘Charge’ skill. It’s invaluable. It only works when you’re within about 10% of your max MP, and then it will usually work once or twice in a row. Utilize that.
Espers are a little different, as only one character can use each. They have a time limit after being summoned, and if you keep them alive, they’ll unleash a special attack when the time is up. As I explained above, they have other conditions for performing special attacks, and the Zodiac is the most powerful one.
Final Fantasy 12’s battle system involves a little planning and strategy. But, if you combine quickenings, espers, different types of weapons, and the use of gambits, and use them wisely, it’s a lot of fun.
I hope that helps a bit, maybe makes things clearer.