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  1. #1
    D. Ring
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    FFRK - Flash of Defiance (FFXIII) Event & Strategies

    "It's not a question of can or can't. There are some things in life you just do." - Lightning

    Event Start Date: January 5
    Event Bonus Battle: January 8
    Event End Date: January 15

    All information is taken from a mixture of Reddit/Spreadsheets/Kongpakbao Site.

    Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: https://www.reddit.com/r/FFRecordKee...jp_megathread/

    Notable Rewards

    Hope Academy Uniform Dress Record
    Lightning Goddess Dress Record (Repeat)

    • Morbid Countdown
    • 5* Darkness Ability
    • 2 hit (4.50 per hit [7.50 if User has Doom]) Single Target Darkness MAG and Self reduce Doom countdown by 3.


    • Thundering Twinstrike
    • 5* Spellblade Ability
    • 2 hit (1.60 per hit) Single Target Lightning PHY.


    New Characters Acquired
    None

    Old Characters Acquired
    Lightning
    Hope
    Snow
    Fang
    Vanille
    Noel
    Cid Raines

    New Memory Crystals
    None

    Old Memory Crystals
    Lightning MC1/MC2
    Snow MC1/MC2
    Cid Raines MC1/MC2
    Vanille MC1
    Fang MC1
    Noel MC1

    New Record Materia
    None

    New Record Sphere
    None

    Characters Needed for Battles
    None

    Cid Missions
    Defeat EX+ Homecoming with a party consisting of exactly 3 FFXIII characters.
    Defeat EX++ Statesman with a party consisting of exactly 3 FFXIII characters.
    Defeat the Ultimate+ Dungeon with a party consisting of only FFXIII Characters.

    Relics

    Banner 1
    Spoiler: show
    Gladius: OSB, Lightning,
    AMP Coat: BSB, Snow,
    Mistilteinn: BSB, Vanille,
    Etro's Embrace: SSB, Lightning,
    Howling Soul: SSB, Noel,
    Fang's Armguards: SSB, Fang,
    Punisher: SSB, Fang,
    Vega 42s: SB, Sazh,
    Serah's Gloves: SB, Serah,


    Banner 2
    Spoiler: show
    Eagletalon: OSB, Hope,
    Ninurta: BSB, Hope,
    Metamorphosis Claws: BSB, Cid Raines,
    Meteorblaze: SSB, Serah,
    Battle Standard: SSB, Snow,
    Canopus AMPs: SSB, Sazh,
    Cid's Finery: SSB, Cid Raines,
    Flamberge: SB, Lightning,
    Serah's Gloves: SB, Serah,

  2. #2
    D. Ring
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    Diabolos

    Bonus Battles
    Eternal Repose +
    • Bahamut
      HP: ~158,286
      Target Score: Defeat Bahamut without being KO'd, Reduce Bahamut's MAG.
      • Weak: None
      • Absorbs: None
      • Resists: None
      • Vulnerabilities: Stop Abilities and Stun Abilities
    • Alexander
      HP: ~102,834
      Target Score: Defeat Alexander without being KO'd, Reduce Alexander's ATK.
      • Weak: None
      • Resists:
      • Absorbs:
      • Vulnerabilities: Silence Abilities and Stun Abilities


    Commentary

    Both Eidolons uses Doom as an interrupt at the start of the fight. Alexander can act twice in Proud Provocation state.

    Homecoming ++
    Seekers & Chonchons
    HP: ~33,720 each (Seekers), ~45,652 each (Chonchons)
    Target Score:
    • Defeat the Bosses without being KO'd.
    • Exploit a Seeker's weakness to lightning attacks.
    • Reduce a Seeker's MAG.

    Weak: All but Holy Abilities, Dark Abilities, and Bio Abilities (Seekers)
    Absorbs: None
    Null: Earth Abilities (Chonchon)
    Vulnerabilities: Stun Abilities (Both), Poison Abilities, and Slow Abilities (Seeker)
    Commentary

    There are three Seekers and two Chonchons.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Statesman +++
    Barthandelus
    HP: ~201,712
    Target Score:
    • Reduce Barthandelus's MAG.
    • Afflict Barthandelus with Stun.
    • Afflict Barthandelus with Slow.

    Weak: None
    Absorbs: None
    Resist: All but Holy Abilities, Dark Abilities, and Bio Abilities
    Null: None
    Vulnerabilities: Slow Abilities and Stun Abilities

    Commentary

    None

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Adamanchelid (U)
    Adamanchelid
    HP: ~249,551
    Target Score:
    • Reduce the Adamanchelid's ATK.
    • Reduce the Adamanchelid's DEF.
    • Afflict Adamanchelid with Stun.

    Weak: None
    Absorbs: None
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (>70% HP: Default):
    Special: Attack (PHY: deal 110% physical damage to one target)
    Special: Bark (PHY: deal 127% ranged physical damage to all targets and remove Protect, Shell, Reflect, Regen, and Haste from them)
    Special: Roar (NAT: deal 100% ranged physical damage to all targets, ignoring defense)
    30% chance: Stomping (PHY: deal 159% ranged physical earth damage to all targets)
    70% chance: Trample (NAT: deal 266% physical damage to one target)

    Moveset (70%-40% HP: Weak):
    Special: Bark (PHY: deal 127% ranged physical damage to all targets and remove Protect, Shell, Reflect, Regen, and Haste from them)
    Special: Roar (NAT: deal 100% ranged physical damage to all targets, ignoring defense)
    50% chance: Stomping (PHY: deal 159% ranged physical earth damage to all targets)
    50% chance: Trample (NAT: deal 266% physical damage to one target)

    Moveset (<40% HP: Very Weak):
    Special: Bark (PHY: deal 127% ranged physical damage to all targets and remove Protect, Shell, Reflect, Regen, and Haste from them)
    Special: Roar (NAT: deal 100% ranged physical damage to all targets, ignoring defense)
    50% chance: Stomping (PHY: deal 159% ranged physical earth damage to all targets)
    50% chance: Trample (NAT: deal 266% physical damage to one target)

    Commentary

    Adamanchelid uses Bark and Roar on a fixed rotation:
    • In Default phase, Attack is used on the first two turns, then Bark is used on the 3rd turn and every 5 turns thereafter, while Roar is used on the 5th turn.
    • In Weak phase, Bark is used on the first turn and every 5 turns thereafter, and Roar is always used following Bark.
    • In Very Weak phase, Bark is used on the first turn and every 5 turns thereafter, and Roar is used on the 2nd turn and every 4 turns thereafter (not sure what happens on turn 6).

    Adamanchelid's damage is pure physical, but the Bark spam makes this fight one of the toughest Ultimates in a long time because you're not going to be Hasted or Protected for very long. If you have stacking Attack debuffs beyond Full Break and Power Breakdown, bring 'em, they'll do you more good than in most fights. You might even want to bring an actual Haste spell on someone with White secondary (like a paladin -- Agrias with Cleansing Punch is perfect for this fight) so that you can ensure your healer is always hasted.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Lightning (U+)
    Lightning
    HP: ~308,836
    Target Score:
    • Reduce Lightning's ATK.
    • Reduce Lightning's MAG.
    • Afflict Lightning with Stun.

    Weak: None
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (Commando):
    Special: Attack (PHY: deal 110% physical damage to one target)
    Special [unused?]: Skyward Swing (PHY: deal 266% physical damage to one target)
    Special: Crushing Blow (NAT: deal 300% physical damage to all targets)
    50/95 chance: Area Blast (PHY: deal 206% physical damage to all targets)
    15/95 chance: Impact Break [Blaze Rush?] (PHY: deal 141% physical damage three times to random targets)
    15/95 chance, unlocks turn 2: Sword Strength (PHY: deal 344% physical damage to one target)
    15/95 chance: Beat Down (PHY: deal 344% physical damage to one target)

    Moveset (Ravager):
    5% chance: Chain Thundaga (BLK: deal 330% magical thunder damage twice to random targets)
    30% chance: Firaga (BLK: deal 246% magical fire damage to all targets)
    30% chance: Waterga (BLK: deal 270% magical water damage to one target)
    5% chance: Aeroga (NAT: deal 450% magical wind damage to one target)
    25% chance: Blizzaga (BLK: deal 246% magical ice damage to all targets)
    5% chance: Chain Fire (BLK: deal 250% magical fire damage three times to random targets)

    Commentary

    Lightning starts in Commando state and switches between Commando and Ravager states every 7 turns. In Commando state, Lightning uses Attack on her first two turns and Crushing Blow on her 3rd and 5th turns; only her 4th, 6th, and 7th turns in Commando state are random. In Ravager state, Lightning will use Thundaga on her 1st, 3rd, and 4th, and 6th turns; her 2nd, 5th, and 7th turns are random. UNCERTAIN: It seemed to me in my attempts that whenever I managed to Stun Lightning, she reset her turn count in her current form to 1, complete with repeating her attack pattern. This is not confirmed and it's very late so I may just be delusional, but keep it in mind.

    This is a very hard fight. Lightning is extremely fast and she has a perfect mixed offense, so your mitigation is going to be stretched thin. The weakness in her attack is that she uses a lot of single-target spells in her Ravager form, so Lure Magic on a defending (or Reflected) Knight means you can plan for at least a few turns of breather while she's in caster mode. You definitely want to bring both Protectga and Shellga here, because she can and will hit you with heavy damage AOEs in both forms.

    Event Quest Notes: This is probably one Cid's Mission you want to completely abandon the idea of mastering with the CM team unless you have Lightning's BSB. Having to bring a really dicey stun ability instead of DPS makes the fight way harder, and failing to stun can ruin otherwise good attempts if you're going for mastery. That aside, I very strongly recommend bringing Snow with heavy resistance gear, a thunder resistance accessory, and Lure Magic. With Full Break, Shellga, Lure Magic, and good equipment, he can reduce the damage of Lightning's Thundagas to about 500 per barrage. I would not recommend Draw Fire, however, since Lightning's physical phase is much more AOE-oriented and her multi-hit physical attacks are pretty rare. Just let her use her turn 1 and 2 basic Attack on whoever, you probably need Saint Cross or a high damage Monk skill on Snow. Another alternative, if you have it honed, is to give Snow Second Wind Cannon and Lure Magic and give Sazh Reflect to toss on Snow. He can heal himself from the AOEs, and all of Lightning's chain spells will damage her instead. I recommend using Wall instead of Shout/OKBSB on this one; Lightning's damage output is just too high to go without maximum mitigation. It isn't impossible without Wall, of course, but it's going to be harder without than with.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Anavatapta Warmech (U++)
    Anavatapta Warmech
    HP: ~425,231
    Target Score:
    • Exploit the Anavatapta Warmech's weakness to lightning attacks.
    • Reduce the Anavatapta Warmech's ATK.
    • Defeat the Anavatapta Warmech before it uses Gravity Blast for the 6th time.

    Weak: Thunder Abilities
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: None

    Abilities

    Moveset (>75% HP: Default):
    Special: Ternary Plasma (PHY: deal 60% ranged physical damage three times to one target)
    10% chance: Attack (PHY: deal 253% physical damage to all targets)
    30% chance: Gravity Beam (BLK: 123% chance to deal 30% current HP damage to one target, resisted via Instant KO resistance)
    30% chance: Antimatter Bomb (BLK: 123% chance to deal 30% current HP damage to all targets, resisted via Instant KO resistance)
    30% chance: Plasma Beam (PHY: deal 337% ranged physical thunder damage to one target)

    Moveset (75%-50% HP: Weak, Barrier Up):
    Special: Omnegator (NAT: become immune to all damage from the next 6 attacks)
    Special: Plasma Beam (PHY: deal 337% ranged physical thunder damage to the target with the highest HP %)
    Special: 凶 Gravity Beam (NAT: reduce one target to 1 HP)
    Special: 凶 Antimatter Bomb (NAT: deal 350% physical damage to all targets, ignoring defense)
    30/40 chance: Attack (PHY: deal 253% physical damage to all targets)
    5/40 chance: Gravity Beam (BLK: 123% chance to deal 30% current HP damage to one target, resisted via Instant KO resistance)
    5/40 chance: Antimatter Bomb (BLK: 123% chance to deal 30% current HP damage to all targets, resisted via Instant KO resistance)

    Moveset (75%-50% HP: Weak, Barrier Down):
    Special: 凶 Gravity Beam (NAT: reduce one target to 1 HP)
    Special: 凶 Antimatter Bomb (NAT: deal 350% physical damage to all targets, ignoring defense)
    Special: Plasma Beam (PHY: deal 337% ranged physical thunder damage to the target with the highest HP %)
    20/60 chance: Plasma Beam (PHY: deal 337% ranged physical thunder damage to one target)
    30/60 chance: Attack (PHY: deal 253% physical damage to all targets)
    5/60 chance: Gravity Beam (BLK: 123% chance to deal 30% current HP damage to one target, resisted via Instant KO resistance)
    5/60 chance: Antimatter Bomb (BLK: 123% chance to deal 30% current HP damage to all targets, resisted via Instant KO resistance)

    Moveset (<50% HP: Very Weak, Barrier Up):
    Special: Omnegator (NAT: become immune to all damage from the next 6 attacks)
    Special: Plasma Beam (PHY: deal 337% ranged physical thunder damage to the target with the highest HP %)
    Special: 凶 Gravity Beam (NAT: reduce one target to 1 HP)
    Special: 凶 Antimatter Bomb (NAT: deal 350% physical damage to all targets, ignoring defense)
    80% chance: Attack (PHY: deal 253% physical damage to all targets)
    20% chance: Antimatter Bomb (BLK: 123% chance to deal 30% current HP damage to all targets, resisted via Instant KO resistance)

    Moveset (<50% HP: Very Weak, Barrier Down):
    Special: Plasma Beam (PHY: deal 337% ranged physical thunder damage to the target with the highest HP %)
    Special: 凶 Gravity Beam (NAT: reduce one target to 1 HP)
    Special: 凶 Antimatter Bomb (NAT: deal 350% physical damage to all targets, ignoring defense)
    80% chance: Attack (PHY: deal 253% physical damage to all targets)
    20% chance: Antimatter Bomb (BLK: 123% chance to deal 30% current HP damage to all targets, resisted via Instant KO resistance)

    Commentary

    Anavatapta Warmech uses All Canceler as an interrupt at the start of its Weak and Very Weak phases. Its attack pattern in each phase is as follows:
    • Default: Ternary Plasma on turn 1 and turn 2, random abilities afterwards.
    • Weak, Barrier Up: Plasma Beam on turn 1 and 2 (note that these target the healthiest characters, % wise), 凶 Gravity Beam on turn 3 and every turn after that until the barrier is destroyed.
    • Weak, Barrier Down: 凶 Gravity Beam on turn 1, Plasma Beam (targeting the highest % HP character) on turns 2 and 3, 凶 Antimatter Bomb on turn 4 and every 3 turns thereafter, random abilities on the remaining turns.
    • Very Weak, Barrier Up: Plasma Beam (highest % HP character) on turns 1 and 2, 凶 Gravity Beam on turn 3 and every turn afterwards until the barrier is destroyed.
    • Very Weak, Barrier Down: 凶 Gravity Beam on turn 1, Plasma Beam (highest % HP character) on turn 2, a random ability on turn 3, 凶 Antimatter Bomb on turns 4 and 5, Attack on turn 6, 凶 Antimatter Bomb on turns 7 and 8, Attack on turn 9, and 凶 Antimatter Bomb every 3? turns thereafter.

    I very strongly recommend wearing moderate/major Instant Death resistance accessories here (minor resistance won't do anything useful). They don't protect against 凶 Gravity Beam, but they do guard against normal Gravity Beam and normal Antimatter Bomb. Aside from the gravity attacks, all of the Warmech's damage is physical, so don't bother with any magical mitigation. You might want to pack a secondary healer to this fight because the Warmech will use 凶 Gravity Beam multiple times in a row unless you're extremely quick with destroying his barrier, which can get troublesome. Do note, however, that Anavatapta Warmech always follows a 凶 Gravity Beam with either another 凶 Gravity Beam or with a version of his Plasma Beam which specifically targets the healthiest character, so you do have a little time to react. Y'shtola's BSB, Yuna's SSB2, Yda's Defend burst command, and the 6 star white magic healing spell will all leave the character targeted by 凶 Gravity Beam with a portion of their HP remaining.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

  3. #3
    BG Medical's Student of Medicine
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    I don't get why anyone would ever use that first ability.

  4. #4
    Ridill
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    Asura

    Please RNGod! Waifu needs her new toys!

  5. #5
    Prime Minister of Salt

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    Wants Cid's BSB-> is stuck in banner with Hope's OSB

    what do

  6. #6
    Ridill
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    Quote Originally Posted by Deathbringer View Post
    Wants Cid's BSB-> is stuck in banner with Hope's OSB

    what do
    Pull.

  7. #7
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Btw no in game announcement so this might not start tomorrow

  8. #8
    Ridill
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    Gilgamesh

    Morbid Countdown is a hair stronger than Dark Zone I think.

    Probably only really worth it in battles where the timer doesnt matter, in which case the extra damage doesnt matter either.

  9. #9
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    Morbid countdown is 15.0 multiplier while doomed vs 13.5 for dark zone. That doesn't justify the steep penalty for it at all though. Using all 6 charges of an r3 morbid countdown would be -18 to your doom counter, and assuming the doom is from memento mori that only leaves 27 seconds, or slightly over 1 wall duration.

    Before anyone mentions there is a new RM coming out that will start you with a 60s doom, know that you're giving up, at minimum, a 30% damage RM just to slot it to use a skill that does 11.1% more base damage than dark zone (assuming damage isn't being capped). No, just no.

    All the skill is good for is shattering for a few free orbs.

  10. #10
    Relic Shield
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    Nice! I can trade my gil for major dark orbs!

  11. #11

    Man, wtf at this first U fight. Freakin' dispelga spam, stuns never proccing, and it getting like 2 moves per 1 of ours. Gonna laugh if the later fights are easier.

  12. #12
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by arus2001 View Post
    Man, wtf at this first U fight. Freakin' dispelga spam, stuns never proccing, and it getting like 2 moves per 1 of ours. Gonna laugh if the later fights are easier.
    U+ Cm and ++ are no jokes

  13. #13
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    Quote Originally Posted by arus2001 View Post
    Man, wtf at this first U fight. Freakin' dispelga spam, stuns never proccing, and it getting like 2 moves per 1 of ours. Gonna laugh if the later fights are easier.
    It was... <.<

    Stun was a bitch to land, I think I may put up Reno's BSB if folks want to use it - no point in bringing buff RWs since they get dispelled.

    Code:GXui - Defend option becomes 4 Physical Ranged Attacks with Moderate chance to stun. (as far as I know, the dispel wont remove Bursts Haste effect - someone correct me if I'm wrong though(

    Lightning in Bottle was super easy with this group;

    85 Hope - Meltdown, Shellga - Divine Judgement - Mako Might
    80 Sazh - Full Break, Attack Breakdown - Godsent - Dr Mog
    80 Lightning - Dismissal, Lifesiphon - Crushing Blow - Ace Striker
    80 Sera - Chain Firaga, Meteor - Moonfrost Arrow - Witch of Succession
    94 Vanille - Curaise, Protectga - Miracle Prayer - Knight's Charge
    RW- Sentiniels Grimoire

    SG is what made it easy, stun eventually landed, lost one medal to damage only.

  14. #14
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    The haste from burst mode works like any other haste, and is dispellable.

    CM was rough, did a raines BSB RW strat, and even with 3 healers it was tough to survive the damage output.

  15. #15
    Hackey Thread Lurker since 2010
    I could have bought an 11 pull and have 1000 gems left over, but all I got was this silly title.

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    I am fortunate to have native hastega for Cid. Didn't master CM because Snow is a dummy.

    Snow - Lifesiphon | Magic Break - Sovereign Fist
    Cid Raines - MM | DZ - Mako Might Offensive Shift
    Sazh - Full Break | Power Breakdown - Moderate Lighting Resist Accessory
    Hope - R5 -ja | Shellga - Last Resort
    99 Vanille - Curaja | Protectga - BSB

    RW - Wall

  16. #16

    I A teamed the rest. Lightning definitely isn't doable without Wall. Just way too much AoE in her physical phase.

  17. #17
    BG Medical's Student of Medicine
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    I did it without Wall. It was a pain in the fucking ass.

  18. #18
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    Here was my setup for CM:

    Vanille - Curaja r5 / Protectga r3 / Doublecast / SSB
    Hope - Curaga r5 / -- / Heal +20% / --
    Serah - Renewing Cure r5 / -- / Heal +20% / --
    Raines - Memento Mori r2 / -- / Devotion / --
    Sazh - Magic Breakdown r4 / Full Break r2 / Mako Might / Boon

    RW - Raines BSB

    Raines of course was the RW user (MM > RW > c2 > spam c1 > RW > c2 > spam c1 until win), Sazh for hastega + support, rest all spammed cures to keep everyone up. Still took me around 7 tries, even with the 3 healers i had issues with people dying. No mastery because I didn't bother with working stun in (and lost 2 damage medals), but that was nothing my a-team couldn't fix for 1 additional stamina.

  19. #19
    Sea Torques
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    I'm feeling real lucky about the CM after seeing how much trouble it is giving people. I managed to go 1/1 with mastery and I missed 3 medals for not getting dismissal to proc. XIII is probably one of my best realms for synergy gear though.

    Setup

    Lightning: PC/FC - Crushing blow - +30% gun damage
    Noel: dismissal/LS - Burst - mako
    Snow: gaia cross/SC - nothing - +30% knight damage
    Sazh: armor breakdown/wrath - boon and the choco chick - dr. mogs
    Vanille - protectga/curaga - oerba's boon - ace striker

    RW- wall

    Pulling sazh's SSB was pretty damn nice since it allowed me to make a pseudo shout with him. Also, having Noel's burst allowed me to put him on support duty which allowed me to actually get both of Sazh's SBs up at the same time.

    I'm not sure if gaia's cross was worth bringing for draw fire but I just brought it since I was using a knight damage RM.

  20. #20
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    Man, had a hell of a time with Ultimate ++ "The Warmech" -- my issue was keeping up with all the damage, I eventually had to go with 2x BSB healers

    eventually won with;
    80 Ashe - Thundaja, Chain Thundaga - Dalmascan Royalty - Maelstrom's Bolt
    80 Reno - Tempo Flurry, Lifesiphon - Scholar's Boon - Turk Triad
    80 Eiko - Curaja, Shellga - Lionheart - Prayer for the Lost
    99 Tyro - Full Break, Attack BD - Sentinel's Grim - Mako Might
    99 Yuna - Curaja, Protectga - Miracle Veil, Hymm of the Faith - Knights Charge
    RW: Vessel of Fate

    a LOT of damage was incoming... Initially I went with Vanille instead of Eiko, 'Hymm of the Faith' and 'Miracle Prayer' we just not enough to keep up with the damage. Swapped for Prayer of the Lost and it made a huge difference.

    Lost 2 medals to damage and 1 to actions.

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