MGE said:
Crazylurch, for some reason I said shell (which is the mana shield) when there's a spell whcih casts protect and spell (the name escapes me).
Emerald Weapon also always used its massive attack when it reached a certain hitpoint level.
The regen was so I didn't have to worry about healing because with X-Summon, Knights of the Round and mime (sadly it didn't work with X-Command) you only need to double cast Knights of the Round once. After that the enitre party, including the original caster can double cast Knights of the Round for free.
I beefed my characters up to the point where they had full hit points and hit for 9999 on spells and melee so I could use pretty much any member and get the same results. The Limit breaks were insignificant once you acquired Knights of the Round and some master materia.
The magic that casts both protect and shell in FFVII is Wall though if you found this creature on some beach near the ruined reactor where you find titan you can manipulate it and get it to cast Big Guard on you which you can then use to get Haste, Shell and Protect all in one move to every character. Regen runs out too quickly with haste on for my liking. Tagging on HP abosrb and MP absorb to KotR was much more effective.
I found that Emerald's Air Tam Storm was used at random points in the battle. It always did 9999 to my party because of the amount of materia I had equipped. But wasn't a problem with phoenix anyway.
I know the limit breaks weren't that good for battle near the end but they sure were pretty at the time. Plus I'm sure many are familiar with W-Summon (as it was called in my version's case). W-Item was a good materia because there was the glitch were you could make all your items go up to 99 if you had at least 2 of them. Megalixirs all round then!
The one only hassle with mime was that Knights of the Round lost power when mimed. Weirdly Bahamut Zero gained power when mimed but all that move for just 9999 damage? No thanks. I'd rather just attack.
MP plus and HP plus were the stuff you needed to be at 9999 for HP and 999 for MP. You had to have them or you couldn't reach the maximum even at level 99.
At one point during one of my play through the games I was very lucky to level Red XIII to a point so that he had maximum HP of 7777. This gave him the ability to use the lucky 7777 ability in battle and he would just continuously attack for 7777. This was amusing to use on Emerald weapon. Red XIII would stop eventually during the battle but when he did you just restored his health to 7777 again and he went on the killing spree again. Twas a shame I couldn't keep him with that maximum HP of 7777.
Come to think of it the game would have been better without Knights of the Round. It just made every other move look pathetic.
I know who Terra and Kefka are. I liked Kefka.