Machinist (Final Fantasy XII)

Machinist is a License Board in the Zodiac versions of Final Fantasy XII, represented by the zodiac sign of Gemini. Machinist wields guns in battle, allowing them to keep distance from enemies.
The Machinist has access to 127 licenses, which require 7,341 LP to unlock, as well as up to 9 additional licenses through summon licenses costing 780 LP, and 3 additional licenses costing 150 LP through Quickening licenses.
==Profile==
Machinist is a ranged class, using guns as their primary weapon, and can equip light armor and activate all three Swiftness licenses. Machinists have access to a variety of Technicks, including the rare Steal (however, Vaan, Fran, and Balthier already start with Steal) and Poach; they have Remedy Lore 3, which enables Remedies to cure almost any status ailment including the dire Disease and otherwise incurable Doom. Machinists can help heal with Potion Lore 3.
Machinists and their guns shine the brightest in New Game Minus (Weak Mode) for ignoring the wielder's stats and their ranged capabilities. If the player can grab an early Fomalhaut or Mithuna, the Machinist can be the strongest party member for a chunk of the game.
Machinists attack from a distance with guns and hand-bombs. As guns do not use the wielder's stats for damage calculations, the player can give the job to weaker party members, and pair it with Brave Suit for auto-Bravery.
Guns never deal combo hits, but they can do critical damage, and thus Machinists are just as good at full HP as they are in low health (melee jobs deal multiple combo hits when in critical health, meaning one needs to keep them near death to maximize DPS potential). Combined with their range, Machinists are great against regular enemies, also letting them hit flying targets that many melee weapons cannot hit. Ability to equip them with a variety of ammo also makes Machinists versatile, letting the player change status and elemental properties on-the-fly without sacrificing much firepower.
The Machinist's measures can give beneficial effects to party members which ignore Reflect and cost no MP.
Machinists are ineffective against enemies that resist guns and measures, and are unable to learn recovery magicks, as well as conditional stat boosting passives, such as Focus and Last Stand. Machinist will usually always deal less damage than other offensive jobs with weapons normally available at comparable points in the game.
By obtaining Espers, Machinists gain use of some Time Magick and the Decoy and Oil Green Magicks.
In The Zodiac Age, the player can use two License Boards for each party member.
Together with a White Mage board, Machinists can be a healer with lots of HP, maximum Swiftness, eventual access to Hastega, and guns which damage regardless of low White Mage strength. Machinist in combination with White, Red, or Black mages or Bushi also allows the character to equip the Dark Shot (dark-elemental ammo) with the Black Robes (boosts dark-elemental damage by 50%. Dark Shot can also be used to heal self and allies wearing the Black Mask.
Machinist with Red Battlemage and Famfrit gains six of the ten Time Magicks licenses. Hastega surpasses Haste, and Berserk can also be achieved via an accessory or Bacchus's Wine. However, Famfrit is obtained very late into the game, at the end of the last mandatory dungeon. The pair have maximum Swiftness, Heavy Armor until the mid- or late-game, and the Souleater/Bonecrusher tool to prepare for high damage Balance attacks, but neither improves the other's weaponry above average. However, Machinist–Red Battlemage makes for a great debuffer with status effects from maces whose damage scale off the wielder's Magick Power and a ranged physical attacker with guns, which can use status ammo. Machinist benefits from the Red Battlemage's spells, shields, and mystic armor, and the Machinist's light armor granting more HP to the Red Battlemage can make an even better use of the Balance. Machinist–Red Battlemage can stamp enemies with ailments from the Ensanguined Shield.
Pairing Machinist with Uhlan allows the character to hit every element between spears and ammo, and be able to play support when required with all the lores available.
==License Board==
==License list==
===Equipment===
Name	Description 	LP cost
 	Allows character to equip Altair. 	30
 	Allows character to equip Capella and Vega. 	50
 	Allows character to equip Sirius and Betelgeuse. 	60
 	Allows character to equip Ras Algethi and Aldebaran. 	70
 	Allows character to equip Spica and Antares. 	90
 	Allows character to equip Arcturus and Fomalhaut. 	100
 	Allows character to equip Mithuna. 	190
 	Allows character to equip Gilt Measure. 	40
 	Allows character to equip Arc Scale and Multiscale. 	50
 	Allows character to equip Cross Scale and Caliper. 	70
 	Allows character to equip Euclid's Sextant. 	100
 	Allows character to equip Caldera and Volcano. 	75
 	Allows character to equip Makara. 	105
 	Allows character to equip Leather Cap and Leather Clothing. 	10
 	Allows character to equip Headgear, Headguard, Chromed Leathers, and Leather Breastplate.	15
 	Allows character to equip Leather Headgear, Horned Hat, Bronze Chestplate, and Ringmail. 	20
 	Allows character to equip Balaclava, Soldier's Cap, Windbreaker, and Heavy Coat. 	25
 	Allows character to equip Green Beret, Red Cap, Survival Vest, and Brigandine. 	30
 	Allows character to equip Headband, Pirate Hat, Jujitsu Gi, and Viking Coat. 	40
 	Allows character to equip Goggle Mask, Adamant Hat, Metal Jerkin, and Adamant Vest. 	50
 	Allows character to equip Officer's Hat, Chakra Band, Barrel Coat, and Power Vest. 	60
 	Allows character to equip Thief's Cap, Gigas Hat, Ninja Gear, and Gigas Chestplate. 	70
 	Allows character to equip Chaperon and Minerva Bustier. 	75
 	Allows character to equip Crown of Laurels and Rubber Suit. 	80
 	Allows character to equip Renewing Morion and Mirage Vest. 	90
 	Allows character to equip Dueling Mask and Brave Suit. 	110
 	Allows character to equip Orrachea Armlet. 	5
 	Allows character to equip Firefly and Bangle. 	20
 	Allows character to equip Diamond Armlet and Argyle Armlet. 	25
 	Allows character to equip Battle Harness and Steel Gorget. 	35
 	Allows character to equip Embroidered Tippet and Tourmaline Ring. 	35
 	Allows character to equip Golden Amulet and Leather Gorget. 	35
 	Allows character to equip Turtleshell Choker and Rose Corsage. 	40
 	Allows character to equip Thief's Cuffs and Gauntlets. 	45
 	Allows character to equip Amber Armlet and Black Belt. 	30
 	Allows character equip Jade Collar and Nishijin Belt. 	40
 	Allows character to equip Pheasant Netsuke and Blazer Gloves. 	45
 	Allows character to equip Gillie Boots and Steel Poleyns. 	60
 	Allows character to equip Berserker Bracers and Magick Gloves. 	60
 	Allows character to equip Sage's Ring and Agate Ring. 	70
 	Allows character to equip Ruby Ring and Bowline Sash. 	70
 	Allows character to equip Cameo Belt and Cat-ear Hood. 	70
 	Allows character to equip Bubble Belt and Fuzzy Miter. 	80
 	Allows character to equip Sash and Power Armlet. 	80
 	Allows character to equip Indigo Pendant and Winged Boots. 	100
 	Allows character to equip Opal Ring and Hermes Sandals. 	115
 	Allows character to equip Quasimodo Boots and Nihopalaoa. 	130
 	Allows character to equip Germinas Boots and Ring of Renewal. 	160
 	Allows character to equip Ribbon. 	215
===Magick===
Name	Description 	LP cost
 	Allows character to cast Vanishga and Warp. 	90
 	Allows character to cast Reflectga and Slowga.	100
 	Allows character to cast Graviga and Hastega. 	125
 	Allows character to cast Decoy and Oil. 	40
===Technicks===
Name	Description 	LP cost
 	Render one foe vulnerable to an additional element. 	40
 	Cause one foe to confuse friend with foe. 	30
 	Throw gil, damaging all foes in range. 	30
 	Deal damage based on a factor of time to all foes in range. 	50
 	Reveal more detailed target information. 	25
 	Deal damage that increases with successive hits. 	40
 	Steal from one foe. 	20
 	Capture HP Critical foes to obtain loot. 	30
 	Inflict one foe with any harmful status effects on the user.	40
 	Deal damage based on total steps taken to all foes in range.	50
===Augments===
Name 	Description 	Amount	LP cost
 	Gain MP after taking damage. 	1 	30
 	Phoenix Down restore more HP. 	1 	30
+30/70/110/150/190/230/270/310/350/390 HP	Increases HP by 30/70/110/150/190/230/270/310/350/390.	10 	20/30/40/50/60/70/80/90/100/115
 	Increases duration of status effects. 	1 	30
 	Remedies remove Sleep, Sap, Immobilize, and Disable. 	1 	20
 	Remedies remove Petrify, Confuse, and Oil. 	1 	30
 	Remedies remove Stop, Doom, and Disease. 	1 	70
 	Increases physical attack damage. Str+1 	3 	30/30/30
 	Increases magick potency. Mag+1 	7 	30/30/30/30/50/50/50
1-2-3 	Potions restore 10%/15%/25% more HP. 	3 	20/35/70
 	Gain MP after killing a foe. 	1 	30
 	Gain MP after dealing physical damage. 	1 	30
 	Ethers restore 10% more MP. 	1 	20
 	Increases defense when HP critical. 	1 	70
 	Reduces action time by 10%. 	3 	30/50/80
===Espers and Quickenings===
Name 	Licenses unlocked 	LP cost
Quickening	None 	50
Quickening	None 	75
Quickening	None 	100
Quickening	Magick Lore (x3) 	125
 	None 	20
 	None 	30
 	None 	30
 	None 	35
 	Hand-bombs (3) 	50
 	None 	50
 	Magick Lore 	50
 	Makara 	65
 	Green Magick 1 	65
 	Time Magick 8, Time Magick 9, and Time Magick 10	100
 	+350 HP 	100
 	Magick Lore (x3) 	115
 	+390 HP 	200
==Notes==
Category:Jobs in Final Fantasy XII
de:Maschinist (FFXII)