Overview – The Mediator job in Final Fantasy Tactics is all about the long game. You don’t use this job to win battles. You use this job to permanently improve your characters and to gain new permanent allies. It is an odd job because you’d rather have a whole bunch of characters in the job at the same time and then switch them out, possibly for the remainder of the game. The following guide to the Mediator job in Final Fantasy Tactics will help you best take advantage of the job benefits and spend your job points wisely.
Prerequisites – In order to unlock Mediator you need a level 2 Oracle. Because Mediator has a solid offensive option, you can afford to rush to it without picking up skills from other jobs in order to get it early and you can combine it pretty freely with skills from other jobs.
Advancement – A level 4 Mediator is required to unlock the Bard job. Mediator isn’t enough, though. You also need the character to be a level 4 Summoner as well.
Equipment – Mediators can equip knives, guns, hats, robes, and clothes. The ability to equip a gun means that a mediator is very effective in combat despite the lack of combat abilities from the prerequisite jobs.
Talk Skill: Invitation (100 JP) – This is one of the critical skills for a Mediator. You can use it to permanently invite an enemy into your party. It has a high chance of failure, so you will probably need to use it multiple times in a battle. Despite the fact that the skill is critical, it isn’t necessary in the early game. The advantage of Invitation is that there are some monsters you can only acquire with this skill. Those monsters don’t appear until later in the game. But, if you want to get some early free monsters, this is the perfect skill to do that.
Talk Skill: Persuade (100 JP) – Persuade might reset an enemy’s CT to 0 or it might do nothing. You have better uses for character actions than possibly delaying an enemy.
Talk Skill: Praise (200 JP) – The only reason Praise isn’t absolutely critical is because Ramza has the Cheer Up skill from the very start of the game. If you want to increase the Brave of an ally, Cheer Up is available long before this skill. That said, an extra character raising Brave halves the time the process takes. The importance of raising Brave is that for each four points it is raised in a battle, that character gains a permanent one point increase to Brave. If Ramza is too busy to use Cheer Up, use this to increase the Brave of all warriors to the maximum permanent value of 97.
Talk Skill: Threaten (200 JP) – Assuming you have any ally with the Move-Item Find skill, this is also a critical skill. It decreases Brave the same way Praise increases it, with the same permanent benefits. You need to be careful not to lower it too much or you will lose the character permanently. As long as you never lower Brave below 10, you are safe. Only ever lower Brave on an ally with Move-Item Find. High Brave is otherwise basically always superior.
Talk Skill: Preach (200 JP) – Preach is the equivalent of Praise for Faith and has the same long term effects. The higher the Faith of an ally, the more susceptible the ally is to magic damage and effects, but also the more effective the ally is at dealing magic damage and effects. In general, you want casters to have high Faith. The one warning is that you don’t ever want to raise the permanent Faith of a character above 95. As long as you never raise Faith above 90, you should be safe.
Talk Skill: Solution (200 JP) – Solution is the Faith equivalent of Threaten. Low Faith makes a character take reduced damage from spells and less likely to receive status effects. Unfortunately, it also makes the character receive less benefit from healing magic. Only lower the Faith of warriors and only if you have at least one character with the Item skill to heal that character.
Talk Skill: Death Sentence (500 JP) – Death Sentence, as the name suggests, has a chance of applying the corresponding status effect. Death Sentence is practically useless because it does not synergize with damage. There is no good reason to learn this skill on a Mediator.
Talk Skill: Negotiate (100 JP) – Death Sentence is better than Negotiate. All Negotiate does is give you a small amount of gil. This is a complete waste of a character action.
Talk Skill: Insult (300 JP) – Insult will apply Berserk to an enemy. This is almost worthless on a warrior, but useful against a spell caster. Unfortunately the skill can fail and Mimic Daravon is more effective at exactly the same cost.
Talk Skill: Mimic Daravon (300 JP) – Compared to Insult, this skill is better in almost every way. It can affect multiple enemies, has roughly the same failure chance, and puts the enemy to Sleep. Sure, Sleep can be broken by damage, but if you are careful, it still gives you a massive advantage. This should be one of the few skills you actually prioritize for a Mediator.
Reaction: Finger Guard (300 JP) – There may not be a bigger waste of JP on any class in the entire game. Finger Guard will nullify a Talk Skill used against the Mediator. For the most part, enemies don’t use Talk Skills and almost every meaningful effect of a Talk Skill can be negated by other Mediator skills.
Support: Equip Gun (750 JP) – Equip Gun is an amazing skill and you shouldn’t have a character leave this job until it is learned. The Gun is by far the best weapon that any spell caster can use.
Support: Train (450 JP) – Train will convert an enemy to your party when it has critical hit points. There is no reason to spend a Support slot on this when you can simply use Invite instead.
Support: Monster Talk (100 JP) – Monster Talk lets a character use Talk Skills as another job. Most Talk Skills aren’t particularly useful to other jobs. Despite the low JP cost, this is a waste.
Strategy – A very useful strategy for Mediator is to enter the job, shoot enemies as quickly as possible to gain JP, learn Equip Gun, and then return to either Oracle or Priest with an offensive ability, which will make it much easier to gain job points from those jobs. If you actually are interested in permanently changing Faith and Brave, rush this job and then go back to the easiest battle you can find. Ignore the monsters as much as possible and change stats. If you pretty much ignore all skills from previous jobs, you can do this rather early in the game. Except for gaining permanent benefits, grabbing monsters for your team, learning to use a gun, and unlocking Bard, this job actually offers very little, so you will rarely keep a character as a Mediator. Much more often you will switch a character temporarily to a Mediator when you need one of its key benefits.