Quote (rageofaeon @ Sat, Jan 24 2009, 05:55am)
Btw, I started some time ago a FFVIII challenge - my goal was to play only with Squall and Shiva junctioned into him. Trick was, Shiva would take all the kills so the Battle Meter would show what amount of enemies she cracked through the game. I played it on the computer, and the project fell apart due to my lack of time at that moment. I ordered a pocketstation now and soon I'll be looking to fetch the game as well (PlayStation PAL FFVIII is not easy to find ): especially at some gg price). I'm not sure whether I'll be actually using the Pocketstation in that challenge, as I could buff Shiva monstrously as soon as I get Chocobo Forest access.
Regarding this challenge, I've done something very similar in the past, although in my case, where each character was only allowed one Junctioned guardian force. Strangely enough, I've always junctioned Shiva to Squall, so that part's not so much different from what I normally do, but the key to the challenge is abuse the hell out of Chocobo World and the items that teach Guardian Forces abilities. Since a Guardian Force can only learn 22 abilities, acquire attribute enhancing "meds" like Str-Up and Spr-Up are essential, as it gives you the ability to remove the Attribute Junction abilities native to Shiva (Str-J, Vit-J and Spr-J) and other Junction abilities that will hinder you in the challenge (Doom, Elem-Def-J, Elem-Defx2, Vit +20%, Vit +40%, Spr +20%, Spr+40% and Boost) with Amnesia Greens, placing them with things that Shiva doesn't naturally learn but are absolutely essential to your success, like Abilityx4 (Rosetta Stone), Elem-Defx4 (Elem Guard), and Ribbon (Ribbon). Ultimately, the 22 abilities you'll want Shiva to have learned (and from where she'll learn them) are as follows:
Elem-Atk-J (Native)
Magic (Native)
GF (Native)
Draw (Native)
Item (Native)
SumMag+10% (Native)
SumMag+20% (Native)
SumMag+30% (Native)
GFHP+10% (Native)
GFHP+20% (Native)
I Mag-RF (Native)
MiniMog (Mog's Amulet)
SumMag+40 (Samantha Soul)
GFHP+30% (Gold Mail)
GFHP+40% (Diamond Mail)
Elem-Defx4 (Elem Def)
Status Atk (Status Atk)
Abilityx4 (Rosetta Stone)
Ribbon (Ribbon)
Auto-Haste (Accelerator)
Auto-Protect (Moon Curtain)
Auto-Shell (Steel Curtain)
While some might suggest you replace Auto-Haste with Initiative, with 255 Speed and Auto-Haste equipped, Squall will be so fast, he'll be ready in a blink of an eye; Minimog is essential for boss battles, as it'll allow you to exchange Gil for Shiva's HP, and you'll be making heavy use of G-Hi-Potion and G-Returners with the Item function outside of boss battles. The GFHP+X% and SumMag+X% abilities are all passive and stack, which allows you to worry less about having to level Shiva; the Counter ability is to be avoided, as the ability may take kills away from Shiva. The Magic and Draw abilities are mostly extraneous, as the only spell that Squall will primarily be using is Curaga on himself, which can easily be replaced by something available under the Item function, namely X-Potions, which will unfailingly replenish all of Squall's HP; likewise, as he won't be Junctioning any magic, since his attributes will be maxed through meds, the Draw command will have no function. By end-game, the Command abilities that Squall should be using are:
Attack > Renzokuken
GF
Minimog
Item
As previously mentioned, Draw and Magic will both be outdated, but the lack of other passive abilities means there's no need to waste Amnesia Greens removing abilities that have no real replacements. However, this is just a nugget from my own experiences that I thought I'd share with you, so, if you find something more efficient, I'd love to hear about it.