
There's been a lot of talk about where to send your physical attackers once they've completed their own grid. Here is where I believe the real debate begins. I'll start with the most absolute obvious ones, the magic casters: I'll list my thoughts and concerns regarding each character by referring to my own current in-progress playthrough. I've done some reading online, and it's interesting to read the opinions others have regarding where to take a character next after their initial sphere path, yet often-times they are also inaccurate with their claims about the stats on the sphere grid. Make sure to teach Kimahri Steal and Use, preferably by taking him to Rikku's Sphere grid early in the game.

Gagazette when fighting Biran and Yenke by using the "Steal" ability on them. Gagazette after the boss battle with Seymour Flux, contemplating where to take my characters next with a bunch of backed-up Sphere levels.Īt the end of each characters path are level 3 key spheres that block the way from moving forward, so for those of you that don't know, level 3 key spheres can be obtained in good number at Mt. Now, I actually finished the sphere grids for each character on the Highbridge before the second boss battle with Seymour due to the high AP gains per fight(8000+ AP per fight, but half of that value when encountering the firefighter fiends) However, I now stand at the first save sphere you encounter on Mt. We'll be specifically discussing the Expert Sphere Grid and not the Standard Sphere grid because I've used the former for as long as I can accurately remember. There isn't an in-depth discussion about this on these forums yet, so now should be a fine time to start one. Let's all be constructive and discuss the Expert Sphere grid and the best possible paths for each character to take once they've finished their own grid.
